OpenCV via NuGet packages with Visual Studio 2015, how to configure?

I'm trying to use OpenCV via NuGet packages with Visual Studio 2015 and I can't seem to get everything configured. I'm not sure if I'm making a mistake somewhere or what I'm trying is not supported. A little background, I made this tutorial a while back: https://www.youtube.com/watch?v=7SM5OD2pZKY https://github.com/MicrocontrollersAndMore/OpenCV_3_Windows_10_Installation

OpenCV通过NuGet包与Visual Studio 2015,如何配置?

我试图在Visual Studio 2015中通​​过NuGet包使用OpenCV,我似乎无法完成所有配置。 我不知道我是否在某个地方犯了错误,或者我所尝试的是不支持的。 有一点背景,我在这篇教程中回过头来看: https://www.youtube.com/watch?v=7SM5OD2pZKY https://github.com/MicrocontrollersAndMore/OpenCV_3_Windows_10_Installation_Tutorial 如果可能的话,我想更新它以使用NuGets。 我每天都会在工作中使用NuGets,所以我对这个概

Compiling openCV for ARM on ubuntu

I have been trying to compile openCV for arm on my ubunto machine. When i compile to arm i am getting the below linkage errors: uiEscoreDrv.o: In function main': uiEscoreDrv.cpp:(.text+0x2a8): undefined reference to cv::namedWindow(std::string const&, int)' uiEscoreDrv.cpp:(.text+0x33c): undefined reference to cv::_InputArray::_InputArray(cv::Mat const&)' uiEscoreDrv.cpp:(.te

在Ubuntu上编译ARM的openCV

我一直试图在我的ubunto机器上编译openCV for arm。 当我编译为武装我得到下面的链接错误:uiEscoreDrv.o:在函数main': uiEscoreDrv.cpp:(.text+0x2a8): undefined reference to cv :: namedWindow(std :: string const&,int)' uiEscoreDrv.cpp :(。text + 0x33c):对cv::_InputArray::_InputArray(cv::Mat const&)' uiEscoreDrv.cpp:(.text+0x34c): undefined reference to cv :: _ OutputArray :: _ Ou

How to rotate a rect in SDL2?

I plan on making a game, and I want to create some background animations for said game. One of these animations is a rotating rectangle. I've looked all over, and I cannot find any form of math or logic that allows me to rotate a rectangle (SDL_Rect to be specific, but you might have already known that). I can't figure out the math for myself, I really don't have any working code

如何在SDL2中旋转矩形?

我打算制作一款游戏,并且我想为这款游戏创建一些背景动画。 其中一个动画是一个旋转的矩形。 我已经看遍了所有,我找不到任何形式的数学或逻辑,让我旋转一个矩形(SDL_Rect是具体的,但你可能已经知道)。 我无法弄清楚自己的数学,我真的没有任何工作代码,所以我什么都不能显示。 本质上,我正在寻找某种类型的逻辑,我可以应用矩形的坐标,以便每当主游戏循环循环时,它就会将矩形旋转一定的角度。 您无法旋转SDL_R

LNK2001: My boost libraries are (probably) built incorrectly

I decided to update my boost libraries from 1.61 to 1.63, and in the project that I updated to use the new files, I'm getting some new error messages I wasn't getting before: error LNK2001: unresolved external symbol "class boost::system::error_category const & __cdecl boost::system::system_category(void)" (?system_category@system@boost@@YAAEBVerror_category@12@XZ) error LNK2001: unr

LNK2001:我的boost库(可能)构建不正确

我决定将我的boost库从1.61更新到1.63,并且在我更新使用新文件的项目中,我收到了一些我之前没有看到的新错误消息: error LNK2001: unresolved external symbol "class boost::system::error_category const & __cdecl boost::system::system_category(void)" (?system_category@system@boost@@YAAEBVerror_category@12@XZ) error LNK2001: unresolved external symbol "class boost::system::error_category const &

Why does nobody ever seem to write `delete &someObj`?

Ok, this may seem ridiculous but I so often see code where dynamically allocated memory deleted using a reference looks like this: Obj* ptr = &someObj; delete ptr; instead of what seems like the logical alternative: delete &someObj; Is there any particular safety reason behind this, or is it just a style thing? There is no added safety. It was a style choice of the person that wrot

为什么没有人似乎写'delete&someObj`?

好吧,这看起来很荒谬,但我经常看到代码使用引用删除动态分配的内存,如下所示: Obj* ptr = &someObj; delete ptr; 而不是似乎是合乎逻辑的选择: delete &someObj; 这背后是否有任何特别的安全原因,还是仅仅是一种风格? 没有增加安全性。 这是编写引用代码的人的风格选择。 PS。 通过引用删除动态分配的内存是(或应该)非常罕见。 将动态对象的地址存储在指针中是一个非常常见的约定。 现在,根本不需

opencv imshow with waitKey too slow on Mac OS X 10.10.2 (using c++)

I am using opencv c++ on Mac OS X 10.10.2 to process video frames and display them. The performance of imshow with waitKey to display the video is extremely slow. I have the following code which displays HD (1920x1080) grayscale frames correctly, except that it runs about 10 times too slow (ie 2 to 3 frames per second instead of 30 frames per second). cv::Mat framebuf[TEST_COUNT];

在Mac OS X 10.10.2上使用waitKey的opencv imshow太慢(使用c ++)

我在Mac OS X 10.10.2上使用opencv c ++来处理视频帧并显示它们。 用waitKey显示视频的imshow性能非常慢。 我有以下代码正确显示HD(1920x1080)灰度帧,除了它运行速度太慢(即每秒2到3帧而不是每秒30帧)10次之外。 cv::Mat framebuf[TEST_COUNT]; //--- Code here to allocate and fill the frame buffer with about 4 seconds of video. This part works correctly. //--- This loop runs too sl

cvWaitKey() slowing capture process significantly

Firstly, it is not advisable to grab a frame and write it to disk immediately since it's a system call and thus the time taken is not predictable. For short videos, you can store the entire set of uncompressed frames in memory. If that does not work, you will need two threads : one to grab frames and write it to a buffer and another to save them to disk. Secondly, if you're running wi

cvWaitKey()显着减缓捕获过程

首先,由于它是一个系统调用,因此不宜采取帧并将其写入磁盘,因此所花费的时间是不可预测的。 对于短片,您可以将整组未压缩的帧存储在内存中。 如果这不起作用,则需要两个线程:一个抓取帧并将其写入缓冲区,另一个将其保存到磁盘。 其次,如果你正在运行windows,如果速度更快,你可以使用_getch (带_kbhit )替换cvWaitKey 。 if(_kbhit()) ch = _getch(); 不过,我对保留cvWaitKey有所保留。 如果你使用GetSystemT

Using cv::waitKey without having to call cv::namedWindow or cv::imshow first

I am writing a GUI program using Qt and doing some video processing with OpenCV. I am displaying the result of the OpenCV process (which is in a separate thread) in a label in the main GUI thread. The problem I am having is cv::waitKey doesn't work unless I open a native OpenCV window opened using cv::namedWindow or cv::imshow. Does anybody know how to solve this? Short example: void T

使用cv :: waitKey而不必首先调用cv :: namedWindow或cv :: imshow

我正在使用Qt编写GUI程序并使用OpenCV进行一些视频处理。 我在主GUI线程中的标签中显示OpenCV进程(它位于单独的线程中)的结果。 我遇到的问题是cv :: waitKey不起作用,除非我打开使用cv :: namedWindow或cv :: imshow打开的本机OpenCV窗口。 有人知道如何解决这个问题吗? 简短例子: void Thread::run() { //needed variables cv::VideoCapture capture(0); cv::Mat image; //main loop //cv::na

c++

I have a sdl/opengl game I am working on for fun. I get a decent fps on average, but movement is really choppy because SDL_GL_SwapBuffers() will randomly take a crazy long amount of time to process. With textures loaded and written to the buffer sometimes it will take over 100ms! I cut out a lot of my code to try and figure out if it was something I did wrong but I haven't had much luck.

C ++

我有一个sdl / opengl游戏,我正在为乐趣而工作。 平均来说,我得到了一个体面的fps,但运动真的很不稳定,因为SDL_GL_SwapBuffers()会随机地花费很长时间来处理。 纹理加载并写入缓冲区有时会超过100ms! 我剪掉了很多代码,试图弄清楚是不是我做错了,但我没有太多运气。 当我运行这个裸骨节目时,它有时会阻塞高达70ms。 主要: // Don't forget to link to opengl32, glu32, SDL_image.lib // includes #include &l

Conflict Protobuf version when using Opencv and Tensorflow c++

I am currently trying to use Tensorflow's shared library in a non-bazel project, so I creat a .so file from tensorflow using bazel. but when I launch a c++ program that uses both Opencv and Tensorflow, it makes me the following error : [libprotobuf FATAL external/protobuf/src/google/protobuf/stubs/common.cc:78] This program was compiled against version 2.6.1 of the Protocol Buffer runtime

当使用Opencv和Tensorflow c ++时冲突Protobuf版本

我目前正尝试在非bazel项目中使用Tensorflow的共享库,所以我使用bazel从tensorflow创建.so文件。 但是当我启动一个同时使用Opencv和Tensorflow的c ++程序时,它会出现以下错误: [libprotobuf FATAL external / protobuf / src / google / protobuf / stubs / common.cc:78]此程序是针对协议缓冲区运行时库2.6.1版进行编译的,该版本与安装的版本(3.1.0)不兼容, 。 联系程序作者以获取更新。 如果您自己编译该程序,