Setup of Openpose: opencv2/core.hpp not found - opencv

I'm trying to setup Openpose + Pyopenpose following in a container following this gist: https://github.com/christian-lanius/PyOpenPose.
That works fine until the caffe compilation step, during which a opencv2/core.hpp not found exception is thrown (note that the OpenCV installation step terminates successfully). While there are a number of rather similar questions around, I nonetheless couldn't find a viable solution in my context.
I'm assuming I have to somehow link OpenCV so it can be found by other applications - do you guys have any idea how to fix or circumvent this error?
Thanks!

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std::length error when using PCL Ground_based RGBD detection

I am facing an issue with Ground-based RGBD people detection (https://pcl.readthedocs.io/projects/tutorials/en/latest/ground_based_rgbd_people_detection.html). The error is inconsistent and hence has been pretty difficult to narrow down.
When I am running the detection, sometimes it throws a std::length error, and what() says vector_M_fill_insert.
Initially, I assumed it happened when people were detected (because it ran fine and the moment a person entered the frame, it stopped), and it was probably associated with the clustering, but in a few cases, it threw the error just after I launched the node.
I passed a processed point cloud to it and then passed the direct camera point cloud as well just to try to check if the issue was with the processed point cloud, but in both cases, it threw the error unpredictably.
I am confused as to how to go about debugging the error or what might be causing it. Any help is appreciated thank you!
You need to build your nodes with debug flags enabled and that can be achieved in some ways ...
Adding to your CMakelists.txt
set(CMAKE_BUILD_TYPE Debug)
Or
compiling with -DCMAKE_BUILD_TYPE=Debug.
Then you should attach the gdb debugger to whatever node you want. If you are using VS Code as IDE, there is already an extension for it with tutorials, otherwise, you can also add it to your launch file as described here

How do you visualise your ROS URDF on the Drake visualizer?

Drake noob here.
I tried running the drake_visualizer and geometry_inspector with my own ROS generated URDF that depicts and experimental setup with two UR10s. This throws two errors
PackageMap is not able to resolve certain mesh files of extension *.STL and *.DAE. This has been well catalogued in this link.
And ROS paths of the sort package://blah/blah do not seem to be resolved as well. I know this because the console throws the following error
Couldn't find package 'blah' in the supplied packagepath: PackageMap:
[EMPTY!]
In another stack question, one of the authors of the Drake repo suggested we can transform the .stl files during build time. I tried searching for how you can exactly do this but couldn't find anything. I have the feeling that I am missing something fundamental here. Any help would be appreciated.
Thanks in Advance
Using Russ's comment, what you need to do is the following
parser = Parser(plant)
parser.package_map().PopulateFromFolder("path/to/folder/containing/package.xml")
parser.AddModelFromFile("your.urdf")
There are many ways to populate the package map, as linked in Russ's comment

'GL_PERSPECTIVE_CORRECTION_HINT' error on Raspberry Pi while installing OpenCV

I am trying to create a barcode scanner from a usb camera for Raspberry Pi. I used the tutorial on this site to install OpenCV on the Pi:(https://gist.github.com/rodrigobaron/072a85460e46c48e3bee24fe140b9fdb).
After I used the make command (the third to last step of the tutorial), the following error occurred:
error: 'GL_PERSPECTIVE_CORRECTION_HINT' was not declared in this scope
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is important to note that I used the simple "make" command rather than "make -j4" as the "j4" option allows it to work on all four cores of the raspberry pi, and it is suggested to eliminate "-j4" if an error occurs.
Upon searching for what caused this issue, I have discovered that it may be due to OPEN_GL support not needing to be enabled, or it might also be caused by an error in the header files. I have not determined how to re-write the make file to eliminate OPEN_GL support, nor do I feel comfortable altering the header files without good cause. I would appreciate any advice on fixing the issue as I feel I have exhausted my options. Thank you.
Disabling OPENGL cmake parameters (-DWITH_OPENGL=OFF) should fix the problem. i.e.
cmake -DWITH_QT=ON -DWITH_OPENGL=OFF -DFORCE_VTK=ON -DWITH_TBB=ON -DWITH_GDAL=ON -DWITH_XINE=ON -DBUILD_EXAMPLES=ON
Another option is to go to line 3229 and just comment that line out. It will build then.
This may not be the best method, but it worked for me..my file looks like this.
opencv/modules/highgui/src/window_Qt.cpp
void OpenGlViewPort::initializeGL()
{
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}

Unity Google Play Games Plugin Won't Compile in Xcode iOS

Whenever I try to compile my Unity game in Xcode I get a 3 compile errors which are coming from the Unity Google Play Games plugin:
GPGSAchOrLbDelegate.h - Lexical or Preprocessor Issue 'GooglePlayGames/GooglePlayGames.h' file not found
GPGSRealTimeRoomDelegate.h - Lexical or Preprocessor Issue 'GooglePlayGames/GooglePlayGames.h' file not found
GPGSManager.h - Lexical or Preprocessor Issue 'GooglePlus/GooglePlayGames.h' file not found
I've no idea why this is happening, I followed all the setup instructions correctly.
Any help would be greatly appreciated!
one gotchya is they recently changed many of the method names in the library, in a recent update...
it's possible this has caught you out?
It's very hard to resolve this, but I found some discussion about this for example here,
http://answers.unity3d.com/questions/679424/google-play-games-plugin-for-unity-not-authenticat.html
it's a bit easier on iOS than Android.
Alternately: note that, essentially, you have not included the GooglePlayGames.h file. Include the link to "which" instructions you were following, to guess which step is problematic. (Most Unity plugins - like Prime31 - have a "preprocessor" stage that does that for you or in the case of Android fills in the damned manifest. Something is going wrong at that stage.)
I actually solved this myself by removing the plugin and starting afresh, and then starting a completely new xcode project rather than appending to an old one.
Irritating and time consuming but I got there in the end!

Configuring OpenCV 2.4.4 for Code Blocks - libopencv_core244.dll was not found

I have been trying to configure OpenCV 2.4.4 for CodeBlocks for quite some time now but even though I follow online guides somehow I can't do it and I am slowly getting desperate. I tried to do what Mr. bsdnoobz said in this topic, but it still does not work.
Here's what I've done so far:
I have installed OpenCV 2.4.4 and MinGW successfully:
C:\Users\Max\gcc
gcc: fatal error: no input files
compilation terminated
I have added to Path this:
D:\OpenCV\build\x86\mingw\bin;C:\MinGW\bin; D:\OpenCV\build\x86\vc10\bin
In Code Blocks i set up everything like this:
Yet i get the following error:
could not start the program because libopencv_core244.dll is not found
and even though i tried heavily i cant fix it. Hope somebody can help me!
you need to copy and paste the opencv dll files to windows/system32 folder

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