I'm looking into doing some ALPR(Automatic License Plate Recognition) project and I see that some ALPR providers supports Raspherry Pi and Jetson devices. Does any support Xilinx
I found that Plate Recognizer supports Xilinx Zynz boards. Go here to read more about setting it up for your ALPR project.
Related
My goal is to create a simple LED controlled by my iPhone through Homekit.
I'd like to do it using only a NodeMCU (ESP8266).
I found lots of solutions using a NodeJS library (HAP-NodeJS), which works well on my PC, but obviously can't run on a NodeMCU board.
As I understand, all these solutions require a RaspberryPI (or similar board running Linux) that talks with the NodeMCU board. But I don't like this solution.
Is there a way to achieve this goal only with a NodeMCU board?
Update 1 (25/01/2017)
Ok, I'm reading lots of blogs and watching some videos, and I'm understanding more about this topic.
I found NodeMCU Flasher to install the firmware on the board, and I found the firmware I'd like to use (I think I could be more comfortable with Lua).
First problem... I'm using a Mac, and NodeMCU Flasher is for Windows... Is there an alternative?
I downloaded also ESPlorer. Does it provide the same functionality as NodeMCU Flasher?
Please check this.
Public Apple's HomeKit protocol code has been around for some time for more potent processors (notably HAP-NodeJS). This is a rewrite for the ESP8266 to make the server foundation. This project uses ESP8266_RTOS_SDK and WolfCrypt 3.9.8 for the crypto. It will however NOT deliver a certified HomeKit device.
I have successfully interfaced Point Grey Bumblebee2 firewire1394 camera with Nvida Jetson TK1 board and I get the video using Coriander and video for Linux loop back device is working as well. But when I tried to access camera using OpenCV and Coriander at the same time, I have conflicts. And when I tried to access the video from camera by closing the Coriander then I can get the video but in that case I am not able to change the mode and format of the video. Anyone can help me to resolve this problem. Can I change the video mode of the camera from OpenCV.
You will have to install the flycapture sdk for ARM if you want to do it manually (by code). The flycap UI software i dont believe works on ARM, let alone ubuntu 14.04, just ubuntu 12.04 x86. If you have access, what I usually do is plug it into my windows machine and use the Flycap software to change the configurations on the camera.
I found this question completely randomly, but coincidentally I am trying to interface the bumblebee2 with the jetson right now as well. Would you care to share as to what firewire mini-PCIe you used and how you went about any configurations (stock or grinch kernel, which L4T version) ?
Also, although not fully complete, you can view a code example as to how to interface with the camera using the flycaputre sdk here: https://github.com/ros-drivers/pointgrey_camera_driver. It is a ROS driver, but you can just reference the PointGreyCamera.cpp file for examples if your not using ROS.
Hope this helps
This is not well advertised, but PtGrey do not support firewire on ARM (page 4):
Before installing FlyCapture, you must have the following prerequisites:... A Point Grey USB 3.0 camera, (Blackfly, Grasshopper3, or Flea3)
Other Point Grey imaging cameras (FireWire, GigE, or CameraLink) are NOT supported
However as you have seen it is possible to use the camera (e.g. in Coriander) using standard firewire tools.
libdc1394 or the videography library should do what you need.
I'd like to learn how to use the OpenCL API, however I am a bit confused about how to "install" OpenCL for development. The various articles on Google are conflicting and I suspect some are obsolete.
My understanding is that Khronos group provides the specification and then various companies provide an SDK that complies with that specification.
As I understand it you need:
The OpenCL headers, which can be downloaded from the Khronos site
The OpenCL library, which comes with the various SDKs
Is there a difference between the different SDKs? From what I can tell the options are Intel, AMD or Nvidia. I've read conflicting information about whether it matters what SDK you use - some sources say that the SDK is just for the developer and the binaries that are produced will work on any hardware that supports OpenCL while other sources say that using a particular SDK locks your application into one vendors hardware. Which is it? Does it matter which SDK I choose to use and is there a non-vendor specific OpenCL library that I can link to?
OpenCL SDKs are different. They provide tools to ease the developing, additional functions, samples, and documentation.
Every manufacturer will include what it suits best their hardware, but they all should be compatible when the app is compiled.
The ".lib" ".a" OpenCL library that gets linked into the app (the one that comes in the SDK) is the same in all the cases (except if they have different versions, 1.1, 1.2, 2.0).
This is because the library is not really a library, but only a stub to the real functions in the real driver. This also explains why the headers are all the same, they all link against the same library.
All the apps, no matter what SDK should be the same after compiling.
In the case of nVIDIA, additionally to their OpenCL.lib, they provide some functions to ease the platform acquisition (oclGetPlatformID() in oclUtils.h) and so on, that are not available on other drivers, and it is recomended NOT to use them unless you want to end up having to pack another nVIDIA propietary library to your app.
But if you really want to be generic, then you should go for dynamic library loading (dload(), LoadLibrary()). Which will make your app work even in situations where the system does not even have OpenCL installed.
You are correct, all SDKs use (or should use) the Khronos headers. You could also just use the Khronos headers yourself.
On Windows, you'd link to OpenCL.lib, which is just a static wrapper around OpenCL.dll (installed by your graphics driver in \Windows\System32). Everyone's wrapper should be similar for the same version of OpenCL. It is also supplied by Khronos (the ICD is open source) but it is easier to use one from an SDK.
OpenCL.dll uses the ICD mechanism to load the runtime(s) installed by each driver. If you have multiple runtimes installed, they each show up as a cl_platform.
If you are targeting OpenCL 1.1 (due to NVIDIA) I suggest using the version 1.1 header to ensure you don't accidentally use newer API.
While the OpenCL aims to abstract code from hardware, there are several different types of GPU architectures. These differences force writing specific code for specific hardware. Hence it is not easy to write a portable code. IMHO, you are better off selecting one hardware and utilize developer friendly SDK for that platform.
What is the use case you are trying to solve?
The binaries can be compiled at runtime (at least in Java). Therefore a OpenCL-C-runtime (?) is needed, but the compiled kernel are mostly hardware-dependent.
I'm using CCStudio v5 to implement a vision system and want to use OpenCV functions in my code, but I don't know it is possible to use OpenCV code in CCStudio or not!
How I can import OpenCV library into my CCStudio project? Is this depends on my hardware?
There is no official release of OpenCV for system without OS. OpenCV library is available for Windows, linux, mac, Android and Ios operating system.
Here
you can find a link which explain the challenges of having OpenCV running on microcontrollers
I'm interested in creating software/games for Sony PlayStation 2 consoles since they contain powerful processors for graphics (GPUs), floating-point calculations and general CPU.
I have acquired a PS2 console and its PS2 SDK v3.07 which, supposedly came with the PS2 Dev Kit (which costs $8,000). I don't have the PS2 Dev Kit console though.
Can I use my ordinary PS2 console, to develop native programs and games? Will I require that special PS2 which comes with the PS2 Dev Kit or can I re-program my PS2 to behave that way? I don't mind lack of debugging features as long as I can write code and get it to run on the PS2!
Also, is the PS2 supplied with the PS2 Dev Kit a special one with extra/different hardware? Or just a different OS in order to have debugging facilities etc?
Here's whats I got in the PS2 SDK:
PlayStation 2 Programmer Tool Tool Chain EE 3.2-ee-030926
PlayStation 2 Programmer Tool Runtime Library Release 3.0.2
PlayStation 2 Programmer Tool Runtime Library NTGUI package Release 3.0
PlayStation 2 CD/DVD-Rom Generator 1.5
PlayStation 2 CD/DVD-Rom Generator 2.0
ProDG for PlayStation 2
License for ProDG tools (PlayStation 2)
License for ProDG Target Manager & ProDG NDK Analyzer
GCC ee 3.2 ee Cygwin
Hardware Docs (eg. Instruction Set Manual, User Guide, etc)
Thanks for any help!
Install Linux on your PS2 and then target PS2 Linux, similar to Red Hat Linux 6.
The documentation with this Linux kit will give all the same information about the PS2 hardware that Sony provides its licensed game developers, full details on the PS2's proprietary Emotion Engine core instruction set, the Graphic Synthesizer, and the Vector Processing Units. ~ Opening Up the PlayStation 2 with Linux
Begin at the PlayStation 2 Developer Network by Sony.
I think that this article on linuxdevcenter.com covers everything you are asking about and more.
Good Luck!