Emgu file size remains 0kb - opencv

i am new and got a job to build software to create a program to record videos from usb cameras and save it to the hard drive. I managed to get the dialog to work if i replace the fourcc method with -1 and use file extension to .avi. The file is being created but the recording is not present and the file size remains 0kb. dont know what to do. my code:
private Emgu.CV.Capture capture;
private bool captureInProgress;
public CameraCapture()
{
InitializeComponent();
}
//------------------------------------------------------------------------------//
//Process Frame() below is our user defined function in which we will create an EmguCv
//type image called ImageFrame. capture a frame from camera and allocate it to our
//ImageFrame. then show this image in ourEmguCV imageBox
//------------------------------------------------------------------------------//
VideoWriter writer;
private void ProcessFrame(object sender, EventArgs arg)
{
Image<Bgr, Byte> ImageFrame = capture.QueryFrame();
CamImageBox.Image = ImageFrame;
writer = new VideoWriter(#"C:\Video.mpeg", CvInvoke.CV_FOURCC('L','M','P','2'), (int)Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_FPS, (int)Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_FRAME_HEIGHT, (int)Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_FRAME_WIDTH, true);
}
//btnStart_Click() function is the one that handles our "Start!" button' click
//event. it creates a new capture object if its not created already. e.g at first time
//starting. once the capture is created, it checks if the capture is still in progress,
//if so the
private void btnStart_Click(object sender, EventArgs e)
{
#region if capture is not created, create it now
if (capture == null)
{
try
{
capture = new Emgu.CV.Capture();
}
catch (NullReferenceException excpt)
{
MessageBox.Show(excpt.Message);
}
}
#endregion
if (capture != null)
{
if (captureInProgress)
{ //if camera is getting frames then stop the capture and set button Text
// "Start" for resuming capture
btnStart.Text = "Start!"; //
Application.Idle -= ProcessFrame;
}
else
{
//if camera is NOT getting frames then start the capture and set button
// Text to "Stop" for pausing capture
btnStart.Text = "Stop";
Application.Idle += ProcessFrame;
}
captureInProgress = !captureInProgress;
}
}
private void ReleaseData()
{
if (capture != null)
capture.Dispose();
}
I Found my problem while using a messagebox. turns out the ProcessFrame keeps on working so i made some changes. this is my new code.private Emgu.CV.Capture capture;
private bool captureInProgress;
public CameraCapture()
{
InitializeComponent();
}
//------------------------------------------------------------------------------//
//Process Frame() below is our user defined function in which we will create an EmguCv
//type image called ImageFrame. capture a frame from camera and allocate it to our
//ImageFrame. then show this image in ourEmguCV imageBox
//------------------------------------------------------------------------------//
VideoWriter writer;
private void ProcessFrame(object sender, EventArgs arg)
{
Image<Bgr, Byte> ImageFrame = capture.QueryFrame();
CamImageBox.Image = ImageFrame;
writer.WriteFrame(ImageFrame);
}
//btnStart_Click() function is the one that handles our "Start!" button' click
//event. it creates a new capture object if its not created already. e.g at first time
//starting. once the capture is created, it checks if the capture is still in progress,
//if so the
private void btnStart_Click(object sender, EventArgs e)
{
#region if capture is not created, create it now
if (capture == null)
{
try
{
capture = new Emgu.CV.Capture();
}
catch (NullReferenceException excpt)
{
MessageBox.Show(excpt.Message);
}
}
#endregion
if (capture != null)
{
if (captureInProgress)
{ //if camera is getting frames then stop the capture and set button Text
// "Start" for resuming capture
btnStart.Text = "Start!"; //
writer.Dispose();
writer = null;
Application.Idle -= ProcessFrame;
}
else
{
//if camera is NOT getting frames then start the capture and set button
// Text to "Stop" for pausing capture
btnStart.Text = "Stop";
writer = new VideoWriter(#"C:\Video.avi", -1, (int)Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_FPS, 640,480, true);
Application.Idle += ProcessFrame;
}
captureInProgress = !captureInProgress;
}
}
private void ReleaseData()
{
if (capture != null)
{
writer.Dispose();
writer = null;
capture.Dispose();
}
}

Related

Need to print UWP MapControl with route results

I have a MapControl working just creating my route. Now, I just need to figure out a way to print it out. Using the UWP printing sample, I get a black box where the control should be. The map and route are being built, just not rendered correctly in the print preview. I thought I saw a MapControl.Print... but I think that was in the Bing.Maps stuff. Any pointers would be appreciated. Thanks.
Using the UWP printing sample, I get a black box where the control should be.
It seems the MapControl can not be printed.
As a workround, we can use RenderTargetBitmap to get the image from the MapControl. That we can print the image.
Using a RenderTargetBitmap, you can accomplish scenarios such as applying image effects to a visual that originally came from a XAML UI composition, generating thumbnail images of child pages for a navigation system, or enabling the user to save parts of the UI as an image source and then share that image with other apps.
Because RenderTargetBitmap is a subclass of ImageSource, it can be used as the image source for Image elements or an ImageBrush brush.
For more info,see RenderTargetBitmap.
For example:
RenderTargetBitmap renderTargetBitmap = new RenderTargetBitmap();
await renderTargetBitmap.RenderAsync(MyMap);
MyImage.Source = renderTargetBitmap;
The printing code:
public sealed partial class MainPage : Page
{
private PrintManager printmgr = PrintManager.GetForCurrentView();
private PrintDocument printDoc = null;
private PrintTask task = null;
public MainPage()
{
this.InitializeComponent();
printmgr.PrintTaskRequested += Printmgr_PrintTaskRequested;
}
private void Printmgr_PrintTaskRequested(PrintManager sender, PrintTaskRequestedEventArgs args)
{
var deferral = args.Request.GetDeferral();
task = args.Request.CreatePrintTask("Print", OnPrintTaskSourceRequrested);
task.Completed += PrintTask_Completed;
deferral.Complete();
}
private void PrintTask_Completed(PrintTask sender, PrintTaskCompletedEventArgs args)
{
//the PrintTask is completed
}
private async void OnPrintTaskSourceRequrested(PrintTaskSourceRequestedArgs args)
{
var def = args.GetDeferral();
await Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal,
() =>
{
args.SetSource(printDoc?.DocumentSource);
});
def.Complete();
}
private async void appbar_Printer_Click(object sender, RoutedEventArgs e)
{
if (printDoc != null)
{
printDoc.GetPreviewPage -= OnGetPreviewPage;
printDoc.Paginate -= PrintDic_Paginate;
printDoc.AddPages -= PrintDic_AddPages;
}
this.printDoc = new PrintDocument();
printDoc.GetPreviewPage += OnGetPreviewPage;
printDoc.Paginate += PrintDic_Paginate;
printDoc.AddPages += PrintDic_AddPages;
bool showPrint = await PrintManager.ShowPrintUIAsync();
}
private void PrintDic_AddPages(object sender, AddPagesEventArgs e)
{
printDoc.AddPage(this);
printDoc.AddPagesComplete();
}
private void PrintDic_Paginate(object sender, PaginateEventArgs e)
{
PrintTaskOptions opt = task.Options;
printDoc.SetPreviewPageCount(1, PreviewPageCountType.Final);
}
private void OnGetPreviewPage(object sender, GetPreviewPageEventArgs e)
{
printDoc.SetPreviewPage(e.PageNumber, this);
}
}

navigating a image from page to other in mono android

I have an ImageView and Button in an Activity, lets call it A. When clicking on the Button, I start the image gallery, where I select an image and load that into the ImageView.
On the ImageView I subscribe to the Touch events, where I want to launch another Activity, B.
My question is, how can I in Activity B get the image, which was selected in Activity A? How is data passed fomr Activity to another Activity?
Here is my code in Activity A:
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
// Set our view from the "main" layout resource
SetContentView(Resource.Layout.Main);
_imageView = FindViewById<ImageView>(Resource.Id.imageView1);
_imageView.Touch += TouchMeImageViewOnTouch;
Button button = FindViewById<Button>(Resource.Id.button1);
button.Click += ButtonOnClick;
}
private void ButtonOnClick(object sender, EventArgs eventArgs)
{
Intent = new Intent();
Intent.SetType("image/*");
Intent.SetAction(Intent.ActionGetContent);
StartActivityForResult(Intent.CreateChooser(Intent, "Select Picture"), PickImageId);
}
protected override void OnActivityResult(int requestCode, Result resultCode, Intent data)
{
if ((requestCode == PickImageId) && (resultCode == Result.Ok) && (data != null))
{
Uri uri = data.Data;
_imageView.SetImageURI(uri);
string path = GetPathToImage(uri);
Toast.MakeText(this, path, ToastLength.Long);
}
}
private string GetPathToImage(Uri uri)
{
string path = null;
string[] projection = new[] { Android.Provider.MediaStore.Images.Media.InterfaceConsts.Data };
using (var cursor = ManagedQuery(uri, projection, null, null, null))
{
if (cursor != null)
{
int columnIndex = cursor.GetColumnIndexOrThrow(
Android.Provider.MediaStore.Images.Media.InterfaceConsts.Data);
cursor.MoveToFirst();
path = cursor.GetString(columnIndex);
}
}
return path;
}
private void TouchMeImageViewOnTouch(object sender, View.TouchEventArgs touchEventArgs)
{
}
In your TouchMeImageViewOnTouch method, you will need to start Activity B. This is done by creating an Intent. This Intent can hold extra stuff the Activity you launch (B), will be able to get hold of.
So I see that you already found out how to get the path to the image, which you simply can pass along to Activity B in the Intent which is done like this:
private void TouchMeImageViewOnTouch(object sender, View.TouchEventArgs touchEventArgs)
{
var intent = new Intent(this, typeof (MainActivity));
intent.PutExtra("imagePath", path);
StartActivity(intent);
}
Then in Activity B you can get the path with:
Intent.GetStringExtra("imagePath");
Then do whatever you want with it.

Invalidate picturescrollfield

I am loading images in PictureScrollField from the server and want that until images are loaded from server, the PictureScrollField shows a blank image and when the image loads in image array, it repaints (redraw) the PictureScrollField like a ListField.
I read from BlackBerry documentation that every field can be invalidated (that is, we can repaint it) but when I use the PictureScrollField.invalidate() method in my program, I get an error :
The method invalidate from the type Field is not visible
The program I use is listed below
public final class GetMoreImage extends MainScreen {
public static PictureScrollField psf;
int size;
int length;
String text=null;
EncodedImage[] encodedImage;
VerticalFieldManager vmanger;
private LoadImages loadImages;
public GetMoreImage(int index) {
super(NO_VERTICAL_SCROLL | NO_VERTICAL_SCROLLBAR);
this.size=index;
try {
length=ListHome.object[size].getJSONArray("UrlArray").length();
} catch (JSONException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
ScrollEntry[] entries = new ScrollEntry[length];
for (int i = 0; i < length; i++) {
if(encodedImage != null && encodedImage.length > i && encodedImage[i] != null) {
EncodedImage encodedImg =ListHome.sizeImage(JPEGEncodedImage.encode(Bitmap.getBitmapResource("icon.png"),80),640,380);
Bitmap bmp=encodedImg.getBitmap();
entries[i] = new ScrollEntry(bmp, "hello", "");
}
else {
try {
text=ListHome.object[size].getJSONArray("UrlArray").getString(i).toString();
} catch (JSONException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
EncodedImage encodedImg =ListHome.sizeImage(JPEGEncodedImage.encode(connectServerForImage(text),80),640,380);
Bitmap bmp=encodedImg.getBitmap();
entries[i] = new ScrollEntry(bmp, "hello", "");
}
}
psf = new PictureScrollField();
psf.setData(entries, 0);
psf.setHighlightStyle(HighlightStyle.ILLUMINATE_WITH_SHRINK_LENS);
add(psf);
loadImages = new LoadImages(80, 80);
loadImages.start();
}
private class LoadImages extends Thread {
int widthL;
int heightL;
LoadImages(int width, int height) {
this.widthL = width;
this.heightL = height;
}
public void run() {
encodedImage=new EncodedImage[length];
if (ListHome.object[size] != null) {
for (int i = 0; i < length; i++) {
try {
String text=ListHome.object[size].getJSONArray("UrlArray").getString(i).toString();
EncodedImage encodedImg = JPEGEncodedImage.encode(connectServerForImage(text), 80);//Get Image from Server
encodedImage[i] = ListHome.sizeImage(encodedImg, Display.getWidth(), Display.getHeight()-100);
psf.invalidate();//This Line generate error
} catch (Exception e)
{
e.printStackTrace();
}
}
} else {
UiApplication.getUiApplication().invokeLater(new Runnable() {
public void run() {
Dialog.alert("No Data Found");
}
});
}
}
}
}
Any help will be appreciated.
Thanks
The reason you get a compile error on this line:
psf.invalidate();//This Line generate error
is because the PictureScrollField#invalidate() method is protected, not public. So, code not in PictureScrollField or a class that extends PictureScrollField cannot use it directly.
However, you don't need to use invalidate(). invalidate() is a low-level method that instructs a field to repaint. However, PictureScrollField has a higher-level method that is designed to allow you to change images, and have the field (re)draw them: PictureScrollField#setData().
Because that method is changing the user interface (UI), it should be run on the UI/main thread. This will not automatically happen if you make the call inside the run() method you are using to download the images. So, you'll need something like this inside your LoadImages class:
public void run() {
encodedImage=new EncodedImage[length];
if (ListHome.object[size] != null) {
for (int i = 0; i < length; i++) {
try {
String text=ListHome.object[size].getJSONArray("UrlArray").getString(i).toString();
EncodedImage encodedImg = JPEGEncodedImage.encode(connectServerForImage(text), 80);//Get Image from Server
encodedImage[i] = ListHome.sizeImage(encodedImg, Display.getWidth(), Display.getHeight()-100);
//psf.invalidate();//This Line generate error
entries[i] = new ScrollEntry(encodedImage[i].getBitmap(), "label", "callout");
// we must update the scroll entries on the UI/main thread:
UiApplication.getUiApplication().invokeLater(new Runnable() {
// setting the field to index 'i' will scroll to the image
// that was just downloaded
psf.setData(entries, i);
});
} catch (Exception e)
{
e.printStackTrace();
}
}
}
In order to make this work, you must change the local entries variable to a member variable in your GetMoreImage class:
public final class GetMoreImage extends MainScreen {
public static PictureScrollField psf;
private ScrollEntry[] entries;
but, you can still instantiate it (entries = new ScrollEntry[length];) in your screen's constructor, or whenever you know the correct length.

Saving bmp image multiple times on the same path C#

So, I'm working on my paint application. Every time I make changes, the current screen state is copied and saved as a bitmap image on my disk (so I can use it in my paint event).
The problem occurs when I minimize and return the window to its normal state and then try to draw. This triggers my event reacting to changes, the program tries to save the image ---->>> kabooom.
It says "A generic error occurred in GDI+".. So, I've been surfing through various forums in search for the answer but none of them gave me true answer, they all mention wrong paths etc. but I'm pretty sure that's not the problem. Do I have to dispose bitmap or do something with the stream?
int width = pictureBox1.Size.Width;
int height = pictureBox1.Size.Height;
Point labelOrigin = new Point(0, 0); // this is referencing the control
Point screenOrigin = pictureBox1.PointToScreen(labelOrigin);
int x = screenOrigin.X;
int y = screenOrigin.Y;
Rectangle bounds = this.Bounds;
using (Bitmap bitmap = new Bitmap(width, height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
g.CopyFromScreen(new Point(x, y), Point.Empty, bounds.Size);
}
bitmap.Save(_brojFormi + ".bmp", System.Drawing.Imaging.ImageFormat.Bmp);
}
You're saving an image to disk so you can use it in another event? Wow.
Why not just use a class-global variable to store the bitmap?
class MyForm
{
Bitmap currentImage = null;
Graphics gfx = null;
private void btnLoad_Click(object sender, EventArgs e)
{
// ...
currentImage = new Bitmap(fileName);
gfx = Graphics.FromImage(currentImage);
}
private void pbEditor_Paint(object sender, PaintEventArgs e)
{
if (currentImage != null && gfx != null)
{
lock(currentImage) e.Graphics.DrawImage(currentImage, ...);
}
}
private void pbEditor_Click(object sender, MouseEventArgs e)
{
// quick example to show bitmap drawing
if (e.Button == MouseButtons.Left)
lock(currentImage) currentImage.SetPixel(e.Location.X, e.Location.Y, Colors.Black);
}
}

I want to show splash screen until i am done with downloading xml files from server and after completion show next screen

I am trying to download xml files from server when my application starts. So i want to show splash screen until am done with downloading and then show next screen. below is my code:
Here, i want to show My splash screen when getTopNotDoc() method is under execution. and after completion of that method show next screen.
//get _topics and notification document<br>
_getDoc = new ServerConnectivity(this);
public class ServerConnectivity {
private Document _questionDoc;
private Document _topics;
private Document _notifications;
public ServerConnectivity(ApplicationSession appSession){
//getTopNotDoc();
_this = this;
_appSession = appSession;
new Thread(new Runnable(){
public void run(){
getTopNotDoc();
}
}).start();
}
}
private void getTopNotDoc(){
InputStream inputStream = null ;
try{
// Build a document based on the XML file.
DocumentBuilderFactory factory = DocumentBuilderFactory.newInstance();
DocumentBuilder builder = factory.newDocumentBuilder();
inputStream = getClass().getResourceAsStream("topics.xml");
_topics = builder.parse( inputStream );
inputStream = getClass().getResourceAsStream("notification.xml");
_notifications = builder.parse( inputStream );
if(_topics == null || _notifications == null){
Dialog.alert("Unable to connect to internet");
}
}
catch ( Exception e ){
System.out.println( e.toString() );
}
finally{
if(inputStream != null){
try {
inputStream.close();
}
catch (IOException e) {
e.printStackTrace();
}
}
}
}
Usually when I do this, I create a loading screen, then I just extend the Thread class.
So I would create a loading screen like this:
public class LoadingScreen extends MainScreen {
public LoadingScreen() {
super();
this.setTitle("loading...");
// add a spinning animated gif or whatever here
final Screen me = this;
new Thread(new Runnable(){
public void run(){
// do something that takes a long time
try { Thread.sleep(1000);} catch (Exception e) {}
}
}){
public void run() {
super.run();
synchronized (UiApplication.getEventLock()) {
UiApplication.getUiApplication().popScreen(me);
}
}
}.start();
}
}
Then I push this screen, it will perform the long task, and then pop itself when its done.
(you may or may not want to disable the back button and menus on this screen)
I made the Runnable as an anonymous inner class just to compact the code, but you probably have this code already in a class somewhere else, so you would pass it in instead.
To add some flexibility and keep your classes loosely coupled together, you could make some modifications to your ServerConnectivity class so your calls could go something like the following:
// push your splash screen on to the stack
//
final SplashScreen splashScreen = new SplashScreen();
UiApplication.getUiApplication().pushScreen(splashScreen);
_getDoc = new ServerConnectivity(this, new ServerConnectivityListener() {
public void onCompleted(ServerConnectivity sender) {
// display next screen
//
UiApplication.getUiApplication().invokeLater(new Runnable() {
public void run() {
splashScreen.close();
UiApplication.getUiApplication().pushScreen(new NextScreen());
}
});
}
public void onError(ServerConnectivity sender) {
splashScreen.close();
// display error message, retry, etc...
}
});
For this to work, you need an interface with the following definition:
public interface ServerConnectivityListener {
void onCompleted(ServerConnectivity sender);
void onError(ServerConnectivity sender);
}
So, your ServerConnectivity class maintains a reference to some object that implements the interface called ServerConnectivityListener This allows you to maintain loose coupling between the subject class and any observers that need to listen for events.
Within ServerConnectivity, you would make calls to the listener's methods something like this:
// begin excerpt from above...
//
if(_topics == null || _notifications == null) {
_listener.onError(this);
} else {
_listener.onCompleted(this);
}
catch ( Exception e ){
System.out.println( e.toString() );
_listener.onError(this);
//
// end excerpt from above...
Here is code for splash screen in java........after and call that view.........
http://www.randelshofer.ch/oop/javasplash/javasplash.html
import java.awt.*;
import java.awt.event.*;
public class SplashTest extends Frame implements ActionListener {
static void renderSplashFrame(Graphics2D g, int frame) {
final String[] comps = {"foo", "bar", "baz"};
g.setComposite(AlphaComposite.Clear);
g.fillRect(130,250,280,40);
g.setPaintMode();
g.setColor(Color.BLACK);
g.drawString("Loading "+comps[(frame/5)%3]+"...", 130, 260);
g.fillRect(130,270,(frame*10)%280,20);
}
public SplashTest() {
super("SplashScreen demo");
setSize(500, 300);
setLayout(new BorderLayout());
Menu m1 = new Menu("File");
MenuItem mi1 = new MenuItem("Exit");
m1.add(mi1);
mi1.addActionListener(this);
MenuBar mb = new MenuBar();
setMenuBar(mb);
mb.add(m1);
final SplashScreen splash = SplashScreen.getSplashScreen();
if (splash == null) {
System.out.println("SplashScreen.getSplashScreen() returned null");
return;
}
Graphics2D g = (Graphics2D)splash.createGraphics();
if (g == null) {
System.out.println("g is null");
return;
}
for(int i=0; i<100; i++) {
renderSplashFrame(g, i);
splash.update();
try {
Thread.sleep(200);
}
catch(InterruptedException e) {
}
}
splash.close();
setVisible(true);
toFront();
}
public void actionPerformed(ActionEvent ae) {
System.exit(0);
}
public static void main (String args[]) {
SplashTest test = new SplashTest();
}
}
Since,it is a thread based one,We cannot do it the normal way.So Check the following link
http://supportforums.blackberry.com/t5/Java-Development/What-is-the-Event-Thread/ta-p/446865
and Check whether parsing is done,Until that have the same screen,Check the condition of whehter it is downloaded or not ,and then push the screen

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