How to build opencv in ios - ios

I have compiled openCV 3.1 with contrib modules using cmake gui following this link. The files have been generated but how do I use it in my ios project? Is there a way to create the opencv.framework file or do I just import the whole built folder into my XCode project.

Maybe it would be simplest to use command line instead of using CMakeGUI to build openCV with additional modules.
CMake must be installed, of course.
Create somewhere in a place suitable for you a new folder
>mkdir ~/your_open_cv_dir
>
>cd ~/your_open_cv_dir
>
>git clone https://github.com/opencv/opencv.git
If your need extra modules clone their sources too
>git clone https://github.com/opencv/opencv_contrib.git
Your your_open_cv_dir can have inside 2 folders,
opencv and opencv_contrib
Make a symbolic link for Xcode to let the OpenCV build scripts find the compiler, header files etc.
>cd /
>
>sudo ln -s /Applications/Xcode.app/Contents/Developer Developer
Build OpenCV framework:
>cd ~/your_open_cv_dir
>
>python opencv/platforms/ios/build_framework.py ios
In case you need extended version of OpenCV build it with extra modules
>python opencv/platforms/ios/build_framework.py ios --contrib opencv_contrib

Look for opencv2.framework in opencv/platforms/ios/ios/opencv2.framework (if you followed the cmake instructions correctly, the framework should have been built there). If you built opencv_contrib separately, the framework will be under opencv/platforms/ios/ios_contrib/opencv2.framework.
Drag opencv2.framework into your Xcode project. Make sure you check "copy items if needed".
In "Build Phases", under "Link Binary with Libraries", add opencv2.framework. This might do the trick. You can check by importing an OpenCV header in one of your Objective-C++ files and seeing if Xcode can find it. If not, follow the next steps to specify a header search path.
In your project's "Build Settings", add $(PROJECT_DIR) to "Framework Search Paths", "Header Search Paths", and "Library Search Paths".
Now you can import OpenCV header files (.hpp files) in your Objective-C++ code.

Related

What's the equivalent of "development pods" under Carthage?

The teams developing frameworks for our iOS app are migrating from Cocoapods to Carthage.
Under Cocoapods, I could set up dependencies as "development pods". For example, instead of having the main app download a specific version of an xyzzy dependency, I could set up xyzzy as a development pod and point it to my local directory where I had checked out xyzzy from its Git repo. While I was working in the main app's project, any edits I'd do to xyzzy's files would be made in that directory. This let me build and test changes immediately, and when I was ready to check them in, Git would find them in the xyzzy project's directory.
Under Carthage I haven't found a way to do this. I see http://allocinit.io/ios/debugging-carthage-dependencies/ which explains how to create symbolic links so that I can see the dependency source files to make debugging easier, but any edits I make to them are under the main application's Carthage/Builds directory.
How do I set up the equivalent of development pods under Carthage?
I believe Carthage doesn't have something similar to "development pods" yet.
But you could simulate "development pods" just following these steps:
Steps:
Add the .xcodeproj to your workspace
Remove all the dependencies you have in your project of the framework you added in step 1. (probably you may need to remove it from Build Phases -> Run Script -> Input Files too )
Go to General tab of the target you want to run, add the framework under Linked Frameworks and Libraries (it is going to take the one added from the .xcoproj)
(optional) you may need to run carthage bootstrap in the framework's repo you want to add locally.
That's it.
After that you will be able to run your project and update framework's code in the same workspace.
This works just as well as development pods for me, as of Xcode 8.3.3 and Carthage 0.24.0:
In app path, rm -rf Carthage
Point at the appropriate branch or tag in Cartfile
carthage update --use-submodules (generates .gitmodules and clones repo into Carthage/Checkouts)
In Xcode under project -> Build Phases -> Run Script, comment out the line that ends with carthage update --cache-builds if present.
Change to the General tab and remove the lib from Embedded Binaries
Right-click project, Add Files to app..., add lib from Carthage/Checkouts
Under project -> General, re-add the library, choosing the one you added in the previous step.
App should now build with the local lib. Make sure that your .gitignore has Carthage/{Build,Checkouts} and .gitmodules.
This answer is a summary of a successful implementation of the solution introduced here.
A cleaner solution is using local paths for dependencies in Cartfile.
Environment
Xcode 10.1
macOS 10.13.6
Step 1. Symbolic linking
1.1 Change $(SRCROOT_MAIN)/Carthage/Checkouts/$(DEVELOPING_FRAMEWORK_NAME) directory to a symbolic link pointing to source root directory of your developing framework $(SRCROOT_DEVELOPING_FRAMEWORK), where $(SRCROOT_MAIN) is source root directory of your main app. Backup existing directories before this change.
This linking enables version-controlled changes in your developing framework.
Syntax when using ln utility,
$ ln -s "$SRCROOT_DEVELOPING_FRAMEWORK" "$SRCROOT_MAIN/Carthage/Checkouts/$DEVELOPING_FRAMEWORK_NAME"
1.2 Change $(SRCROOT_DEVELOPING_FRAMEWORK)/Carthage/Build directory in your framework to a symbolic link pointing to $(SRCROOT_MAIN)/Carthage/Build directory. Backup existing directories before this change.
This linking enables access to all frameworks built by Carthage from both your developing framework and your main app.
Syntax when using ln utility,
$ ln -s "$SRCROOT_MAIN/Carthage/Build" "$SRCROOT_DEVELOPING_FRAMEWORK/Carthage/Build"
Step 2. Framework Replacement

2.1 Remove your developing framework in Xcode > YOUR_MAIN_APP > General > Linked Frameworks and Libraries (that is, the one located in $(SRCROOT_MAIN)/Carthage/Build/iOS).
2.2 Add $(DEVELOPING_FRAMEWORK_NAME).xcodeproj (found in directory pointed by $(SRCROOT_MAIN)/Carthage/Checkouts/$(DEVELOPING_FRAMEWORK_NAME) symbolic link) into your main app
2.3 Build the developing framework product for device and simulator
2.4 Add the new developing framework auto-detected by Xcode in Xcode > YOUR_MAIN_APP > General > Linked Frameworks and Libraries.
2.5 Add $(DEVELOPING_FRAMEWORK_NAME).framework as a target dependency by adding $(DEVELOPING_FRAMEWORK_NAME).framework in Xcode > YOUR_MAIN_APP > Build Phases > Target Dependencies.
2.6 Copy $(BUILT_PRODUCTS_DIR)/$(DEVELOPING_FRAMEWORK_NAME).framework to $(BUILT_PRODUCTS_DIR)/$(FRAMEWORKS_FOLDER_PATH)/$(DEVELOPING_FRAMEWORK_NAME).framework by adding a new input file $(BUILT_PRODUCTS_DIR)/$(DEVELOPING_FRAMEWORK_NAME).framework and a new output file $(BUILT_PRODUCTS_DIR)/$(FRAMEWORKS_FOLDER_PATH)/$(DEVELOPING_FRAMEWORK_NAME).framework in Xcode > YOUR_MAIN_APP > Build Phases > Run Script of Carthage Embed Framework.
Reference
Debugging Carthage Dependencies
https://allocinit.io/ios/debugging-carthage-dependencies/
Build Setting Reference
https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/XcodeBuildSettingRef/1-Build_Setting_Reference/build_setting_ref.html

"No such module" error in Xcode 8

I get the "No such module" compilation error in Xcode 8.2.1 in my Swift project. I use Carthage with two modules: Alamofire and Fuzi. The Carthage/Build/iOS directory exists with the two framework files. The Build Settings/Framework Search Paths points to that directory. I have embedded the two framework files in General/Embedded Binaries. What am I missing?
You shouldn't need to embed the libraries; they should be added to Linked Frameworks and Libraries underneath the "General/Embedded Binaries" section. Make sure you have the Carthage copy-frameworks script added to your Build Phases.
From the Carthage documentation:
On your application targets’ “General” settings tab, in the “Linked
Frameworks and Libraries” section, drag and drop each framework you
want to use from the Carthage/Build folder on disk. On your
application targets’ “Build Phases” settings tab, click the “+” icon
and choose “New Run Script Phase”. Create a Run Script in which you
specify your shell (ex: bin/sh), add the following contents to the
script area below the shell:
/usr/local/bin/carthage copy-frameworks
and add the paths to the frameworks you want to use under “Input
Files”, e.g.:
$(SRCROOT)/Carthage/Build/iOS/Box.framework
$(SRCROOT)/Carthage/Build/iOS/Result.framework
$(SRCROOT)/Carthage/Build/iOS/ReactiveCocoa.framework
This script works around an App Store submission bug triggered by
universal binaries and ensures that necessary bitcode-related files
and dSYMs are copied when archiving.
Firstly you check Carthage installed or not in your machine like the following command in your terminal
carthage version
If carthage is not installed in your machine try the following.
Download the latest release of Carthage, and double-click Carthage.pkg to run the installer. Click Continue, select a location to install to, then click Continue again, and finally click Install.
Then you can check carthage version.
If you are using existing project then move to project folder like
cd ~/Path/To/Starter/Project
Try the following command for update cartfile
carthage update —platform iOS
After installation/updation completed then try the following command
open carthage
You should see a Finder window pop up that contains two directories: Build and Checkouts.
In the Carthage Finder window, navigate into Build\iOS. Now, drag Alamofire.framework(for example) into the Linked Frameworks and Libraries section in Xcode:
Next, switch over to Build Phases and add a new Run Script build phase. Add the following command:
/usr/local/bin/carthage copy-frameworks
Click the + under Input Files and add an entry for each framework:
$(SRCROOT)/Carthage/Build/iOS/Alamofire.framework

Embed OpenSSL module in Swift framework so its not needed when importing into application [duplicate]

I have installed OpenSSL in xcode for receipt validation, but it doesn't work.
I download openssl.xcodeproj and openssl-1.0.1f. I extract openssl-1.0.1f and add openssl.xcodeproj to my project.
I edit the Header Search Path to :
/Users/marko/Documents/Razvoj/BIView\ Mobile\ New\ Version/openssl/include/openssl
I added libcrypto.a in Target Dependencies under Build Phases
and added libcrypto.a in Link Binary With Libraries
as was described in http://atastypixel.com/blog/easy-inclusion-of-openssl-into-iphone-app-projects/.
But when I build project it stops with error :
clang: error: no such file or directory: '/Users/ .... -bmgslnakszsfovecplbzoslykrxo/Build/Products/Debug-iphoneos/libcrypto.a'
Why ?
OK, how to build and install it....
It might be easier to use a pre-built version of OpenSSL for iOS. You can find one at this Github account. The OpenSSL from that Github are multi-arch. They have ARMv7, ARMv7s, ARM64, and i386. That means they work with devices and simulators.
Download either OpenSSL 1.0.1e or 1.0.1f. Install it in a location like /usr/local/ssl/ios.
Then, add the headers to your Xcode project. They are located in /usr/local/ssl/ios/include:
Finally, add the multi-arch libs (libcrypto.a and libssl.a) to your Xcode project. They are located in /usr/local/ssl/ios/lib:
You need to add the library as a Framework. See this question: how to add an existing framework in Xcode 5.
Its OK to add the OpenSSL libraries under Frameworks. Its how things are done under Apple/Xcode.
I use the Absolute Path like in the image below because Crypto++, OpenSSL, etc are installed in /usr/local. The image below is a screen capture I have handy of Crypto++, and not OpenSSL's libcrypto.a or libssl.a. But the same applies to all libraries.

how to build DLIB for iOS

I'm trying to build DLIB for an iOS project. Running the cmake results in a libdlib.a and a load of .o files.
When I add the library to an Xcode project I get warning that the library hasn't been built for arm64.
My question is two-part:
How can I build DLIB for iOS (I tried cmake **path_to_source** -DCMAKE_OSX_ARCHITECTURE="arm64" but it caused loads of errors e.g. unknown type name '__uint32_t'; did you mean '__uint128_t')?
What is the purpose of all the .o files that get built when you run cmake? Do I need to include them in an Xcode project?
I finally figured out how to do this:
Requirements
X11 (on a mac you can just open the X11 app and if X11 isn't installed it'll take you to the download).
Xcode
cmake (you can use home-brew for that)
Steps
In terminal make the lib-xx.xx/examples your root
Run:
mkdir build
cd build
cmake -G Xcode ..
cmake --build . --config Release
This will create a folder called dlib_build in which you can find an Xcode project that compiles the library. In the build settings of that Xcode project you can set the build architecture and SDK for any Xcode supported OS you like!
EDIT:
You have to include a lot of custom compiler flags and 3rd party libraries to get dlib to work in a project. Check out the examples.xcproject build settings.
To compliment RASS's answer, I am attaching screenshots showing how to change this to and from an iOS and OSX lib
After opening the project,
Select the project file from the project navigator
Select the dlib target all the way down the bottom
Select 'Build Settings'
Expand 'Base SDK' drop down
Select either iOS or macOS (OSX)
I hope this helps some people out! gl
Rob Sanders and mylogon already show how to build dlib for ios, here is how to use it:
add libdlib.a to project, and add path to library search paths
add all source to include directory(do not add to project), and add path to header search paths.
add accelerate framework, which contains blas symbols.
add preprocessor macros, from building settings, "custom compiler flag"/"other c flags". these macros make sure the header files match the lib.
-DDLIB_JPEG_SUPPORT
-DDLIB_NO_GUI_SUPPORT
-DNDEBUG
-DDLIB_USE_BLAS
-DDLIB_USE_LAPACK

Edit custom path with OpenCV framework using CMake to generate XCODE project in iOS

I have a cross-platform build system using CMake, and I have OpenCV dependency for iOS.
Setting ${OpenCV_DIR} manually, my project compile and execute correctly if and only if I set manually every time I generate XCODE project variable Project > Build Settings > Framework Search Paths with ${OpenCV_DIR}.
How can I set this variable using CMake directly?
CMake has no full integration with XCode. You can generate a project using it but a lot of things fails. Just drag into your project OpenCV and it will be detected.

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