I am trying to draw one sprite from atlas.. I created with Zwoptex the atlas and the plist file.
put the two files in the assest folder..
In the code I create new GameScene class
and try to load it..
//Return the ShareFrameCache object.
CCSpriteFrameCache frameCache = CCSpriteFrameCache.sharedSpriteFrameCache();
//Loading the list of frames from the list file.
frameCache.addSpriteFrames("level1.plist");
//Testing and see if I can load one frame to a sprite
CCSprite sprite = CCSprite.sprite("Screen_01_0029_BG_01-0.png");
//Set the position of the frame to the middle of the screen
sprite.setPosition(CGPoint.ccp(winSize.width/2,winSize.height/2));
//add the sprite as child so it can be seen on the phone.
addChild(sprite,0);
In the debugger I am getting these errors:
04-28 12:45:31.662: WARN/System.err(1147): java.io.FileNotFoundException: level1.png
04-28 12:45:32.642: WARN/System.err(1147): java.io.FileNotFoundException: Screen_01_0029_BG_01-0.png
04-28 12:45:32.622: ERROR/CCSpriteFrameCache(1147): Unsupported Zwoptex plist file format.
Screen_01_0029_BG_01-0.png refers to one of the frames in the level1.png atlas...
Thoughts ?
ER
first of all you need to pass the "true" statement as second parameter in the "CCSprite.sprite" constructor. This way you instruct cocos2d that you intent to use a sprite image which is part of a resource plist file instead as a stand alone image in the \res folder of your project. If that won't help you may need to remove the cocos2d JAR file from the \libs directory and download the source code from github. If you do this please comment out the "draw" methods at the CCMenuItemSpite.java class since it produces double images. The default behavior of the class works just fine. You may also need to remove some "#Override" directives, especially if you have a latest version of Eclipse as I do before you get the source files to be properly built and linked with your project. I hope that helps a bit...
Related
I have searched for a few hours now and can't seem to find an answer to my question(s). I have written the following lines of code in the android ndk(c++) and I am using the needed opencv libraries to accomplish the task.
void opening_images(){
Mat image ;
sillyString = "I have changed";
String imagePath = "//drawable//ring.png";
image = imread(imagePath,IMREAD_COLOR);
if(image.empty()){
sillyString = "Image not loaded";
}
else {
sillyString = "Image loaded";
}
}
I have tested this code in Qt with opencv and it works fine.At the moment the program in android studio returns the "Image not loaded" string. I think the main problem which is present is, the fact that I don't completely understand how to work with the file paths? In android studio I have included a picture under res/drawable/ring.png. I am able to view this image using the java side of the app.
Question 1: Is the specified imagePath = "//drawable//ring.png" correct to access the ring.png file ?
Question 2: Is there any permissions needed allowing the ndk to access res folders ?
Question 3: Is there any similar methods to assign an image to a Mat object?
Any help will be appreciated.
Edit:
If you take a look at how BitmapFactory decode resource works - you will see that getting bitmap from drawable still requires unpacking of a compressed image.
So answer to your q1: No it is not correct way to access ring.png, you will either have to download resource to your device or unpack it to byteArray and use imdecode instead of imread
Since this was my first time using Android Studio there was much to learn. It took me a while but here is the answers to the questions that I posted.
Question 1: Is the specified imagePath = "//drawable//ring.png" correct to access the ring.png file ?
This is most definitely not the correct path to use when accessing images for the purpose of image processing etc.The drawable folder can still be used to update ex. an image view by setting the src of the image view to the image
imageView.setImageResource(R.drawable.ring);
When working with images and Mat objects, I found it best to use the Android debugging bridge to copy the files to the SD card of the device. This link will provided you with the necessary steps to install the adb https://www.howtogeek.com/125769/how-to-install-and-use-abd-the-android-debug-bridge-utility/
When the images are done copying to the SD card. The file path can be found by making use of the built in Java functionEnvironment.getExternalStorageDirectory(). Which looks something like /storage/emulated/0/YOUR_file it depends on the location which was used to copy the files to.
Useful tip: Download ES File Explorer for the device to help navigate through the external or internal storage.
Question 2: Is there any permissions needed allowing the ndk to access res folders ?
The method which I used didn't need any permissions. However at the moment the NDK side cannot directly read an image from the SD card, the image must be passed from the Java side by making use of assets or by passing the address of the image which was read into the Mat object(Java side).
Read and write permission is needed in order to access the SD card. This must be set in the manifest.xml and must be correctly implemented in the code. There are many great tutorials on YouTube.
Question 3: Is there any similar methods to assign an image to a Mat object?
This question seems redundant now, there are many ways to skin a cat.
In short, I think it is easier to stick to the Java side when using Opencv4Android and some form of image processing is needed.To get you started in java here is a small snippet from my code.
Mat image;
String imageInSD = Environment.getExternalStorageDirectory()+"/Pictures/Data/Birds/"(ImageFolders[i])+"/"+String.valueOf(id)+".png";
image = Imgcodecs.imread(imageInSD,Imgcodecs.IMREAD_COLOR);
Good luck!!
Another way to use saved image in NDK is follows,
Then drawable folder, you can save it in assets folder. This helps to access multiple images also easily.
Then BitmapFactory.decodeStream helps to take it as bitmap and Utils.bitmapToMat is used to convert bitmap image to Mat file.
Then this Mat file, you can pass to NDK and process it using OpenCV C++.
Thanks
I tried executing the following line to load gif image, programatically.
gifInputStream = context.getResources().openRawResource(R.drawable.image);
But, studio used to indicate an error near "R.drawable.image".
I found a solution, or rather hack around to my issue. I just added "+" symbol. So, the line looks like this now...
gifInputStream = context.getResources().openRawResource(+R.drawable.image);
AndroidStudio doesn't show any error now.
it required raw file not drawable.
Please create res/raw/ directory and move your file in the raw directory.
after then:-
context.getResources().openRawResource(R.raw.yourfilename)
I've tried all solutions. Finally decided to post this question.
The situation is as follows:
My drawable has test.png image which I use in my project.
In eclipse it works perfectly but in Android Studio it doesn't work.
Also I'm not getting any compiler error.
I am getting only this type of error almost 54 times when cradle build. As this image is set of as background to 54 screens. :(
What could be the problem?
You should remove the extension part.
For example if your image is called mimg.png in your
resource files you should access it via #drawable/mimg.
Edit
If in eclipse is fine, then create the project new and add file by file. I also had this issues and after some tries ai gave up and created new and after added file by file.
As an alternative please check if you add it in other drawables folders.
That's it.
You need to reference your drawable without the extension: Like this:
android:src="#drawable/test"
Remove the image extension from your xml file and try that please!
I am working on some app that loads external swfs from the application directory
the problem is that some swf files get loaded correctly and others give ioerror url not found
i put the paths in an array and use a loader to load the path
var arr:Array = ["Games/1.swf", "Games/2.swf"];
var loader:Loader = new Loader();
loader.load(new URLRequest(arr[0]));
this is just example and it is the same in loading all the files but does not work on all files.
what would be the problem?
Firstly, whenever you load something, listen for the appropriate error events so you know what's going on:
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
loader.contentLoaderInfo.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler);
When using mobile, you should use the app:// shorthand as a reference to the application directory (which I assume is where your Game folder is. Relative paths do not usually work.
So it should look like this:
var arr:Array = ["app://Games/1.swf", "app://Games/2.swf"];
For more information/options, you can look at my answer to this question
I am trying to read an image in my C++ code
LOGD("Loading image '%s' ...\n", (*inFile).c_str());;
Mat img = imread(*inFile, CV_LOAD_IMAGE_GRAYSCALE);
CV_Assert(img.data != 0);
and get the following output:
09-25 17:08:24.798: D/IRISREC(12120): Loading image '/data/data/com.example.irisrec/files/input/osoba1.jpg' ...
09-25 17:08:24.798: E/cv::error()(12120): OpenCV Error: Assertion failed (img.data != 0) in int wahet_main(int, char**), file jni/wahet.cpp, line 4208
The file exists. But strange is, that if I try to preview the image using Root File Browser it is just black. I copied the files there manually.
EDIT:
The code works fine under Windows with .png and .jpg format. I am just trying to port an existing C++ project for Iris Recognition to Android.
imread() determines the type of file based on its content not by the file extension. If the header of the file is corrupted, it makes sense that the method fails.
Here are a few things you could try:
Copy those images back to the computer and see if they can be opened by other apps. There's a chance that they are corrupted in the device;
Make sure there is a file at that location and that your user has permission to read it;
Test with types of images (jpg, png, tiff, bmp, ...);
For testing purposes it's always better to be more direct. Get rid of inFile:
Example:
Mat img = imread("/data/data/com.example.irisrec/files/input/osoba1.jpg", CV_LOAD_IMAGE_GRAYSCALE);
if (!img.data) {
// Print error message and quit
}
When debugging, first try to get more data on the problem.
It's an unfortunate design that imread() doesn't provide any error info. The docs just say that it'll fail "because of missing file, improper permissions, unsupported or invalid format".
Use the debugger to step into the code if you can. Can you tell where it fails?
Search for known problems, stackoverflow.com/search?q=imread, e.g. imread not working in OpenCV.
Then generate as many hypotheses as you can. For each one, think of a way to test it. E.g.
The image file is malformed (as #karlphillip offered). -- See if other software can open the file.
The image file is not a supported format. -- Verify the file format on your desktop. Test that desktop OpenCV can read it. Check the docs to verify the image formats that AndroidCV can read.
The image file is not at the expected path. -- Write code to test if there's a file at that path, and verify its length.
The image file does not have read permission. -- Write code to open the file for reading.
A problem with the imread() arguments. -- Try defaulting the second argument.
I was able to solve this issue only by copying the image files in code.I stored them in my asset folder first and copied them to internal storage following this example.
If someone can explain this to me please do this.
It could be a permission issue.You would have to request the permission from Java code in your Activity class like this in Android 6.0 or above. Also make sure that in your AndroidManifest.xml, you have the the following line :
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
In your activity file add this:
if (PermissionUtils.requestPermission(
this,
HOME_SCREEN_ACTIVITY,
Manifest.permission.READ_EXTERNAL_STORAGE)) {
Mat image = Imgcodecs.imread(filePath,Imgcodecs.IMREAD_COLOR);
}
I struggled a long time to find this and I was getting Mat object null for all the time before.