Windows10下VS2019+Dlib19.20配置及相关问题解决
一、CMake与Dlib下载
1.CMake下载
官方下载:下载地址
点击即可下载,可能比较慢。
本人选择的是cmake-3.18.0-rc1-win64-x64.zip。
2.Dlib下载
Dlib:下载地址
点击下载。
本人已经将这两个文件上传到网盘中。
网盘地址:地址
提取码:pdip
将下载的dlib-19.20.0.tar.gz解压到dlibrelease文件夹(解压到哪里都可以,看你自己选择)
新建install和build两个文件夹:
二、使用CMake制作Dlib.lib
打开下载的CMake:
打开之后如下图:
当然我这是编译之后的,你打开下面应该是空白。
点击Configure,选择对应的VS版本,使用默认Compliers:
点击Finish。
等一下就会产生下面的界面,将CMAKE_INSTALL_PREFIX的value选择为刚才建立的文件夹的install文件夹。
再点击Generate。
显示Generate Done,生成build目录即可。
最后点击Open Project使用我们的VS2019打开生成的dlib.sln。
我们也可以在下面这个目录打开这个文件,也是使用VS2019:
三、用VS重新生成dlib_building解决方案,在Release文件夹中得到dlib.lib
在打开的VS工程中将图中的两个选项改为Release与X64:
- 右键点击ALL_BUILD进行生成,然后等待完成。
- 右键点击INSTALL进行生成,然后等待完成。
等待项目编译完成,就可以发现“build\dlib\Release\”目录下多了dlib.lib文件。
四、新建项目配置属性
1.新建一个VS项目
2.VS工程属性配置
- 打开项目属性
- 配置 include和lib
配置选择Release,否则做视频会非常卡。
- 写入依赖项
在刚才的install文件夹下的lib文件夹中有一个文件,文件名即为附加依赖项的名字,复制粘贴即可
点击确认。
五、测试
1.某个官方代码:
// The contents of this file are in the public domain. See LICENSE_FOR_EXAMPLE_PROGRAMS.txt
/*
This is an example illustrating the use of the perspective_window tool
in the dlib C++ Library. It is a simple tool for displaying 3D point
clouds on the screen.
*/
#include <dlib/gui_widgets.h>
#include <dlib/image_transforms.h>
#include <cmath>
using namespace dlib;
using namespace std;
// ----------------------------------------------------------------------------------------
int main()
{
// Let's make a point cloud that looks like a 3D spiral.
std::vector<perspective_window::overlay_dot> points;
dlib::rand rnd;
for (double i = 0; i < 20; i+=0.001)
{
// Get a point on a spiral
dlib::vector<double> val(sin(i),cos(i),i/4);
// Now add some random noise to it
dlib::vector<double> temp(rnd.get_random_gaussian(),
rnd.get_random_gaussian(),
rnd.get_random_gaussian());
val += temp/20;
// Pick a color based on how far we are along the spiral
rgb_pixel color = colormap_jet(i,0,20);
// And add the point to the list of points we will display
points.push_back(perspective_window::overlay_dot(val, color));
}
// Now finally display the point cloud.
perspective_window win;
win.set_title("perspective_window 3D point cloud");
win.add_overlay(points);
win.wait_until_closed();
}
// ----------------------------------------------------------------------------
出现下面界面即是运行成功:
(图案是可以拖动的哟)
2.第二个测试代码
// The contents of this file are in the public domain. See LICENSE_FOR_EXAMPLE_PROGRAMS.txt
/*
This is an example illustrating the use of the gui api from the dlib C++ Library.
This is a pretty simple example. It makes a window with a user
defined widget (a draggable colored box) and a button. You can drag the
box around or click the button which increments a counter.
*/
#include <dlib/gui_widgets.h>
#include <sstream>
#include <string>
using namespace std;
using namespace dlib;
// ----------------------------------------------------------------------------
class color_box : public draggable
{
/*
Here I am defining a custom drawable widget that is a colored box that
you can drag around on the screen. draggable is a special kind of drawable
object that, as the name implies, is draggable by the user via the mouse.
To make my color_box draggable all I need to do is inherit from draggable.
*/
unsigned char red, green, blue;
public:
color_box(
drawable_window& w,
rectangle area,
unsigned char red_,
unsigned char green_,
unsigned char blue_
) :
draggable(w),
red(red_),
green(green_),
blue(blue_)
{
rect = area;
set_draggable_area(rectangle(10, 10, 400, 400));
// Whenever you make your own drawable widget (or inherit from any drawable widget
// or interface such as draggable) you have to remember to call this function to
// enable the events. The idea here is that you can perform whatever setup you
// need to do to get your object into a valid state without needing to worry about
// event handlers triggering before you are ready.
enable_events();
}
~color_box(
)
{
// Disable all further events for this drawable object. We have to do this
// because we don't want any events (like draw()) coming to this object while or
// after it has been destructed.
disable_events();
// Tell the parent window to redraw its area that previously contained this
// drawable object.
parent.invalidate_rectangle(rect);
}
private:
void draw(
const canvas& c
) const
{
// The canvas is an object that represents a part of the parent window
// that needs to be redrawn.
// The first thing I usually do is check if the draw call is for part
// of the window that overlaps with my widget. We don't have to do this
// but it is usually good to do as a speed hack. Also, the reason
// I don't have it set to only give you draw calls when it does indeed
// overlap is because you might want to do some drawing outside of your
// widget's rectangle. But usually you don't want to do that :)
rectangle area = c.intersect(rect);
if (area.is_empty() == true)
return;
// This simple widget is just going to draw a box on the screen.
fill_rect(c, rect, rgb_pixel(red, green, blue));
}
};
// ----------------------------------------------------------------------------
class win : public drawable_window
{
/*
Here I am going to define our window. In general, you can define as
many window types as you like and make as many instances of them as you want.
In this example I am only making one though.
*/
public:
win(
) : // All widgets take their parent window as an argument to their constructor.
c(*this),
b(*this),
cb(*this, rectangle(100, 100, 200, 200), 0, 0, 255), // the color_box will be blue and 101 pixels wide and tall
mbar(*this)
{
// tell our button to put itself at the position (10,60).
b.set_pos(10, 60);
b.set_name("button");
// let's put the label 5 pixels below the button
c.set_pos(b.left(), b.bottom() + 5);
// set which function should get called when the button gets clicked. In this case we want
// the on_button_clicked member to be called on *this.
b.set_click_handler(*this, &win::on_button_clicked);
// Alternatively, if you have a compiler which supports the lambda functions from the
// new C++ standard then you can use a lambda function instead of telling the click
// handler to call one of the member functions. So for example, you could do this
// instead (uncomment the code if you have C++0x support):
/*
b.set_click_handler([&](){
++counter;
ostringstream sout;
sout << "Counter: " << counter;
c.set_text(sout.str());
});
*/
// In general, all the functions which register events can take either member
// functions or lambda functions.
// Let's also make a simple menu bar.
// First we say how many menus we want in our menu bar. In this example we only want 1.
mbar.set_number_of_menus(1);
// Now we set the name of our menu. The 'M' means that the M in Menu will be underlined
// and the user will be able to select it by hitting alt+M
mbar.set_menu_name(0, "Menu", 'M');
// Now we add some items to the menu. Note that items in a menu are listed in the
// order in which they were added.
// First let's make a menu item that does the same thing as our button does when it is clicked.
// Again, the 'C' means the C in Click is underlined in the menu.
mbar.menu(0).add_menu_item(menu_item_text("Click Button!", *this, &win::on_button_clicked, 'C'));
// let's add a separator (i.e. a horizontal separating line) to the menu
mbar.menu(0).add_menu_item(menu_item_separator());
// Now let's make a menu item that calls show_about when the user selects it.
mbar.menu(0).add_menu_item(menu_item_text("About", *this, &win::show_about, 'A'));
// set the size of this window
set_size(430, 380);
counter = 0;
set_title("dlib gui example");
show();
}
~win(
)
{
// You should always call close_window() in the destructor of window
// objects to ensure that no events will be sent to this window while
// it is being destructed.
close_window();
}
private:
void on_button_clicked(
)
{
// when someone clicks our button it will increment the counter and
// display it in our label c.
++counter;
ostringstream sout;
sout << "counter: " << counter;
c.set_text(sout.str());
}
void show_about(
)
{
message_box("About", "This is a dlib gui example program");
}
unsigned long counter;
label c;
button b;
color_box cb;
menu_bar mbar;
};
// ----------------------------------------------------------------------------
int main()
{
// create our window
win my_window;
// wait until the user closes this window before we let the program
// terminate.
my_window.wait_until_closed();
return 0;
}
// ----------------------------------------------------------------------------
// Normally, if you built this application on MS Windows in Visual Studio you
// would see a black console window pop up when you ran it. The following
// #pragma directives tell Visual Studio to not include a console window along
// with your application. However, if you prefer to have the console pop up as
// well then simply remove these #pragma statements.
#ifdef _MSC_VER
# pragma comment( linker, "/entry:mainCRTStartup" )
# pragma comment( linker, "/SUBSYSTEM:WINDOWS" )
#endif
// ----------------------------------------------------------------------------
运行结果:
将得到这样一个图形用户界面,可以看出这是一个用鼠标单击并且进行计数的一个程序,每次点击button,都会是的数字加1。
3.打开图片并处理图片
#include <dlib/gui_widgets.h>
#include <dlib/image_io.h>
#include <dlib/image_transforms.h>
#include <fstream>
using namespace std;
using namespace dlib;
// ----------------------------------------------------------------------------
int main(int argc, char** argv)
{
try
{
// 声明图像
array2d<rgb_pixel> img;
string img_path = "001.jpg";
load_image(img, img_path);
// 高斯模糊
array2d<unsigned char> blurred_img;
gaussian_blur(img, blurred_img);
// sobel边缘检测
array2d<short> horz_gradient, vert_gradient;
array2d<unsigned char> edge_image;
sobel_edge_detector(blurred_img, horz_gradient, vert_gradient);
//非极大边缘抑制
suppress_non_maximum_edges(horz_gradient, vert_gradient, edge_image);
// 显示结果
image_window my_window(edge_image, "Normal Edge Image");
// We can also easily display the edge_image as a heatmap or using the jet color
// scheme like so.
image_window win_hot(heatmap(edge_image));
image_window win_jet(jet(edge_image));
// also make a window to display the original image
image_window my_window2(img, "Original Image");
// Sometimes you want to get input from the user about which pixels are important
// for some task. You can do this easily by trapping user clicks as shown below.
// This loop executes every time the user double clicks on some image pixel and it
// will terminate once the user closes the window.
point p;
while (my_window.get_next_double_click(p))
{
cout << "User double clicked on pixel: " << p << endl;
cout << "edge pixel value at this location is: " << (int)edge_image[p.y()][p.x()] << endl;
}
// wait until the user closes the windows before we let the program
// terminate.
win_hot.wait_until_closed();
my_window2.wait_until_closed();
// Finally, note that you can access the elements of an image using the normal [row][column]
// operator like so:
cout << horz_gradient[0][3] << endl;
cout << "number of rows in image: " << horz_gradient.nr() << endl;
cout << "number of columns in image: " << horz_gradient.nc() << endl;
}
catch (exception& e)
{
cout << "exception thrown: " << e.what() << endl;
}
}
六、相关问题解决
https://blog.csdn.net/qq_29698809/article/details/75189771
https://blog.csdn.net/yvetteQXX/article/details/88982535
https://blog.csdn.net/MrCharles/article/details/81810305
https://blog.csdn.net/flyyufenfei/article/details/79176136
https://blog.csdn.net/u012525096/article/details/78276470
下面内容来自最后一个连接:
(1)如果遇到png.h文件找不到,确定附加库目录已经包含dlib,使用"…/external/libpng/png.h"去代替<png.h>即可。
(2)最好使用Release版本去编译使用,速度快。
(3)如在Debug模式下OBJ字节数组太大,则在属性 -> C/C++ -> 命令行 加入/bigobj即可。
(4)若读取jpeg图片错误或找不到jpeglib.h,在第五步中,加入DLIB_JPEG_STATIC即可。