I am trying to compile code from previous version of opencv but I am getting a compiler error. The problem seems like the LatentSvmDetector is no longer available in 3.0. is this true or is there a special way to include it and compile it for opencv 3.0
thanks,
Jack
I think V3 has renamed it to DPMDetector.
See here
Related
We're developing an SDK for our technology for iOS, the sdk is delivered in a static framework. Our code uses openCV and we link OpenCV into the delivered framework binary.
This normally works well but we're having an issue with a client which is indirectly using a different version of openCV in another framework.
This is causing a conflict and the clients app crashes.
Beside switching to the same version of openCV, removing our openCV dependency or switching to a dynamic library (which allows to hide open CV inside), is there an another option to fix this?
I tried to compile our lib using "Perform Single-Object Prelink and add the openCV libs in "Prelink libraries" but this produced link error when I tried to integrate it and it looks as if it ignored "Prelink libraries", maybe I'm doing something wrong here.
Any thoughts or ideas on the matter would be much appreciated.
In an XCode project I have linkend a library (libpng) and a framework (opencv). The framework already contains an older version of my library.
Now when I go to XCode in "Link Binary With Libraies", if I put opencv first and libpng second, my code will use the what is in opencv, i.e. the older version.
My question: Is it possible to know at compile time which version of libpng my project will use? I want to know for sure that even if somebody messes with the order my libraries are linked, I still use the proper one.
What I tried already is to check with compile directives the version of libpng, something like this:
#if PNG_LIBPNG_VER_MINOR !=6
#error "Wrong libpng version. Required is 1.6.9."
#endif
But this is not a solution since the header where PNG_LIBPNG_VER_MINOR is declared is always the correct one. It's just in the code that the wrong methods might be called.
Thanks!
Is it possible to know at compile time which version of libpng my project will use?
Not in this case. A translation's parameters are different from the linker's. There is no guarantee.
I am running Mac OSX 10.9.2 natively and tried to run the following C# code: http://pastebin.com/b6GpxjuL
I am using Xamarin Studio with OpenTK to compile the code, but as soon as I start it, I am getting these errors in the console:
[0:]
[0:] ERROR: 0:2: '' : version '410' is not supported
ERROR: 0:4: 'layout' : syntax error syntax error
[0:]
[0:] ERROR: 0:2: '' : version '410' is not supported
I already tried different versions for the shaders, but I am always getting the error "version XXX is not supported".
A render window with a triangle shows up nevertheless, though without the shaders compiled it's not displayed correctly.
I already checked Apple's compatibility list and my machine supports version 4.1 (GeForce 650): https://developer.apple.com/graphicsimaging/opengl/capabilities/
Does anyone know what's wrong?
OpenTK 1.1 is using Carbon, which does not support OpenGL > 2.1. For OpenGL 3.x/4.x you have two options:
enable the SDL2 backend by copying libSDL2.dylib from opentk/Dependencies/x86 to your application directory
compile the latest development version from github
OpenTK 1.1.2 will support OpenGL 3.x/4.x out of the box. This will be officially released in a few days.
I have similar code but use the 'GraphicsContextFlags.ForwardCompatible' which works, along with GraphicsMode.Default. I found that glGetString(GL_VERSION) gave me 4.1 and if I used any context other than this (even say 4.0) it didn’t work.
What does glGetString(GL_VERSION) and glGetString(GL_SHADING_LANGUAGE_VERSION) say? Actually you should use the GLSL version which the last call will tell you.
I use QtCreator 2.6 with Qt 4.8.4 and trying to compile my code on Windows 7 x64 by MinGW (4.4, 32bits).
I included Apache Thrift to my project, and got errors on file thrift\windows\GetTimeOfDay.cpp:
'errno_t' was not declared in this scope
'_get_timezone' was not declared in this scope`
'_get_daylight' was not declared in this scope
Have you ideas how yo solve that problem?
I got working idea. We must avoid all GetTimeOfDay, and delete from project files GetTimeOfDay.cpp, GetTimeOfDay.h and use <time.h>'s function gettimeofday.
If someone will get same error, I can provide more code.
And, of course, if you'll find better way to solve that problem (or point, that problem is solved in further versions of Thrift) -- feel free to post here! :)
Is there any way Xcode 4 can compile or just read correctly CUDA code ?
Thanks
You must look at the following links :
Combining CUDA, Qt, and Xcode
Cude-Gdb guide
Also, a bit related : Can't Build a simple Cuda Program using Xcode !!!
For Xcode 3.2, I used the plugin posted in a thread in Nvidia Forum. I have just upgraded to Xcode 4.0 and cannot build my CUDA project anymore because all .cu files are not compiled. I guess a new build rule in an active target needs to be added.
(I will edit and add more details if I can fix this.)