I want to use some function in the newly introduced opencv_contrib modules on iOS, how can I build a iOS framework with those extra modules. Thanks in advance.
I am answering this (old) question for the benefit of other developers who would like to try this on newer OpenCV versions.
It is possible to build opencv_contrib modules together with the iOS framework, in version 4 (current at the time of answering).
set path to the Xcode command line tools:
sudo ln -s /Applications/Xcode.app/Contents/Developer Developer
cd to the path above the opencv directory
cd ~/
Build the framework with the --contrib option:
python opencv/platforms/ios/build_framework.py --contrib <'relative_path_to_opencv_contrib'>/opencv_contrib/ ios
If an individual module does not get build, you should check the CMakelists.txt of that module to see if it has been disabled for iOS.
I just tested this before answering, so feel free to drop a comment or a question if there are issues.
See fficial document tutorial_ios_install!
This works well.
The official document does not include building iOS framework with opencv_contrib.
But inferring from the cmake file, you can copy the module you want (ximgproc in your case) to opencv/modules. Then run build_framework.py as usual.
You can checkout this post
Related
I need to upgrade glib for a specific project. It currently uses glib 2.28.8. I have three problems.
I've never used meson and ninja before, so I checked glib's INSTALL.in and it just said to run meson _build followed by ninja -C _build. So I ran meson _build and got the following output:
$ meson _build
The Meson build system
Version: 0.47.2
Source dir: /srv/devel/build/glib-2.65.0
Build dir: /srv/devel/build/glib-2.65.0/_build
Build type: native build
meson.build:227: WARNING: Identifier 'in' will become a reserved keyword in a future release. Please rename it.
meson.build:227:14: ERROR: Expecting eol got id.
if vs_crt_opt in ['mdd', 'mtd']
So the basic build doesn't work. Why?
For our purposes, we use the following configure command:
PKG_CONFIG_PATH=$(OUTPUT_DIR)/lib/pkgconfig ./configure --prefix=$(OUTPUT_DIR) --disable-dtrace --disable-selinux ac_cv_path_MSGFMT=/bin/true CPPFLAGS="-fPIC -I$(OUTPUT_DIR)/include" LDFLAGS="-L$(OUTPUT_DIR)/lib" --enable-static --disable-shared
How do I specify that in meson?
I will also need to build in Windows. Any gotchas there?
Thanks!
EDIT: I tried older versions of glib, going back to 2.62.0 and when I run meson _build I get the error meson.build:1:0: ERROR: Meson version is 0.47.2 but project requires >= 0.49.2.. So that's probably a big part of the problem for question (1). This is running on CentOS 6 & 7, so I'll probably have to get and install a current meson package.
So the basic build doesn't work. Why?
You correctly figured this out in your edit: GLib 2.64 requires Meson 0.49.2, and it seems that Meson 0.47.2 is so old as to not be able to correctly parse GLib’s meson.build.
It looks from your build output that you’re trying to build GLib 2.65.0. Note that 2.65 is an unstable release series. Even minor versions of GLib (2.62.x, 2.64.x, etc.) are stable; odd ones are unstable. Using an unstable release is fine, as long as you know what you’ve signed up for: it may contain bugs, and new APIs introduced in that unstable series may change or be removed before the first stable release (in the case of 2.65.x, the corresponding first stable release will be 2.66.0).
For our purposes, we use the following configure command:
You’ll want something like:
meson --prefix "$(OUTPUT_DIR)" -Dselinux=disabled -Ddefault_library=static _build
You can see from the b_staticpic option’s default value that -fPIC is the default for static libraries, so (I believe) doesn’t need to be explicitly specified.
There should be no need to disable dtrace support since it’s disabled by default. If you did need to disable it, you’d do that with -Ddtrace=false.
The custom -L and -I arguments should be covered by use of --prefix.
Overriding the msgfmt tool to disable internationalisation is not a supported way of building GLib and you’re on your own with that one.
There is some good documentation on the built-in options in Meson here and here.
I will also need to build in Windows. Any gotchas there?
That’s too broad a question to be answered on StackOverflow.
I provide a Yocto SDK to cross-build an application for an embedded target. The application itself is built using CMake. The SDK setup script provides many necessary environment variables (like location of the cross-compiler, sysroot, etc.), which so far was enough to build the application.
However, since recently the application has a dependency to the Boost library (through the command find_package(Boost REQUIRED) in the CMakeLists.txt). Now CMake complains that it cannot find the library, even though it's installed in the SDK sysroot. But if I build the application directly in Yocto, it works fine.
After some research it turned out that Yocto generates a toolchain.cmake file which is added to the cmake call. In this file, the variable CMAKE_FIND_ROOT_PATH is set, which CMake needs to find libraries. Using such a toolchain file, I can also build using the SDK.
Now I'm wondering if Yocto provides any mechanism to export such a toolchain file with the SDK. Or alternatively if the SDK provides a script or something to automatically create a toolchain file directly on the SDK build host.
Or shall I just tell the users of the SDK to manually create a toolchain file and add it to their cmake call?
Assuming that you're using the image based SDK, i.e. building it with bitbake <image> -c populate_sdk, adding the following toimage.bb should fix it:
TOOLCHAIN_HOST_TASK += "nativesdk-cmake"
That should give you a OEToolchainConfig.cmake file in the SDK. After sourcing the SDK environment file, cmake will be an alias to cmake -DCMAKE_TOOLCHAIN_FILE=$OECORE_NATIVE_SYSROOT/usr/share/cmake/OEToolchainConfig.cmake to further help your developers.
I'd like to add to Anders answer that while it worked great for me to add nativesdk-cmake this way it did not work when I tried to add nativesdk-python3-numpy. After some googling I found this, suggesting that TOOLCHAIN_HOST_TASK has to be extended using _append instead of +=.
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
I'm trying to use libffi in one of my projects, but I can't seem to compile for iOS (or macOS, for that matter). Here is one of the various errors I've encountered while building for the iOS Simulator:
bash: src/arm/gentramp.sh: No such file or directory
Update 1: Since the question remains unanswered, I've decided to open an issue at the official repository as well.
Update 2: Question has been answered and the issue has been closed!
If you check the repository you will see that the file you require was deleted in this commit. You can find the last version of this file here.
generate-darwin-source-and-headers.py and the libffi.xcodeproj need to be updated to include all currently relevant source files.
The gentramp.sh script is not needed anymore and the current upstream xcodeproj is not up to date either with compilation settings and to be included source files for 64-bit on iOS. A patched fork can be found at https://github.com/ksjogo/libffi
sh autogen.sh
python generate-darwin-source-and-headers.py --only-ios
open libffi.xcodeproj
select scheme libffi-iOS and device Generic iOS Device
click "Product - Build"
If success, you would see a "Product/libffi.a" in the side bar, you can right click it to get the lib in the finder.
Please make sure you are following the installing libffi instructions released on the TBD or git project: https://github.com/libffi/libffi
Here some of the main Highlights:
First you must configure the distribution for your particular
system. Go to the directory you wish to build libffi in and run the
"configure" program found in the root directory of the libffi source
distribution.
If you're building libffi directly from version control, configure won't
exist yet; run ./autogen.sh first.
You may want to tell configure where to install the libffi library and
header files. To do that, use the --prefix configure switch. Libffi
will install under /usr/local by default.
If you want to enable extra run-time debugging checks use the the
--enable-debug configure switch. This is useful when your program dies
mysteriously while using libffi.
Another useful configure switch is --enable-purify-safety. Using this
will add some extra code which will suppress certain warnings when you
are using Purify with libffi. Only use this switch when using
Purify, as it will slow down the library.
For iOS builds, the 'libffi.xcodeproj' Xcode project is available.
Configure has many other options. Use "configure --help" to see them all.
Once configure has finished, type "make". Note that you must be using
GNU make. You can ftp GNU make from ftp.gnu.org:/pub/gnu/make .
To ensure that libffi is working as advertised, type "make check".
This will require that you have DejaGNU installed.
To install the library and header files, type "make install".
Alternatively, try merging one of the following git projects to your project in order to include the missing files. Please make sure the files are not outdated before merging.
1 https://github.com/pandamonia/libffi-iOS
2 https://github.com/influitive/libffi-iOS
3 https://github.com/landonf/libffi-ios
I'm trying to compile Qt for the iOS simulator, as explained in this article.
At first I ran into this problem but after it (kinda) solved itself I had some more.
First I kept getting this error after executing the first command, which is supposed to build qmake (../qt/configure ... etc etc):
The OpenGL ES 2.0 functionality test failed!
You might need to modify the include and library search paths by editing QMAKE_INCDIR_OPENGL_ES2, QMAKE_LIBDIR_OPENGL_ES2 and QMAKE_LIBS_OPENGL_ES2 in /Qt/qt/mkspecs/qpa/macx-iphonesimulator-g++.
Since I knew that I had the 4.3 SDK, I delved into it some more, analyzed the configure script, and after some tracing I saw that the Makefile generated by qmake, required g++-4.2 (which I didn't have), so I just ln -s g++ g++-4.2 and ln -s gcc gcc-4.2 in /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/.
I'm not sure if the aforementioned steps matter, that's why I'm writing about them. Anyway, with that, the configure step was successful. Now I ran make. After some successfully compiled files I got this:
In file included from /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/System/Library/Frameworks/CoreServices.framework/Frameworks/WebServicesCore.framework/Headers/WebServicesCore.h:15,
from /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/System/Library/Frameworks/CoreServices.framework/Headers/CoreServices.h:37,
from ../../include/QtCore/private/../../../../qt/src/corelib/kernel/qcore_mac_p.h:83,
from ../../include/QtCore/private/qcore_mac_p.h:1,
from /Qt/qt/src/corelib/tools/qlocale_mac.mm:49:
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/System/Library/Frameworks/CoreServices.framework/Frameworks/WebServicesCore.framework/Headers/WSMethodInvocation.h:759:
error: 'CFXMLTreeRef' has not been declared
The same error appears several more times, from several different lines of WebServicesCore.h. So, basically, here's where I'm stuck now.
Any help? Again?...
Edit: Absolutely, 100% the same thing happens when I configure and try to make Qt for the device (as opposed to the simulator)
Additional info:
gcc --version : i686-apple-darwin11-llvm-gcc-4.2 (GCC) 4.2.1 (Based on Apple Inc. build 5658) (LLVM build 2336.1.00)
iOS SDK: I have both 4.3 and 5
OS X version: 10.7.2
Xcode version (if it matters): 4.2.1
Didn't you forget to add -nomake tools and other -nomake ... to your configure ?
Try poking this guys: http://labs.qt.nokia.com/2011/08/09/update-on-uikit-lighthouse-platform/