Ejemplo n.º 1
0
Archivo: Camera.cs Proyecto: kjwitt/AVA
        public void TakePic()
        {
            //Console.WriteLine(FrameRate);

            Mat frame = new Mat();
            //frame = capture.QueryFrame();

            capture.Grab();
            capture.Retrieve(frame, 0);

            frame.Save("/home/pi/AVA/Photos/" + string.Format("{0:yyyy-MM-dd hh_mm_ss_fftt}", DateTime.Now) + ".jpg");

            Debug.DebugStatement("Photo taken", ConsoleColor.White);
            //Thread.Sleep((int)(1000.0 / FrameRate));
            frame.Dispose();
            //capture.Dispose();
        }
Ejemplo n.º 2
0
        public static void DoMatMagic(string message = null)
        {
            if (message != "Magical Mystery Heap fix")
            {
                Log.InfoFormat("Magical Mystery Heap fix from '{0}'", message);
                return;
            }
            Log.InfoFormat("Mat test! {0}" , message);
            var m1 = new Mat();
            var m2 = new Mat();
            m2.CopyTo(m1);

            m1.Dispose();
            m2.Dispose();
        }
Ejemplo n.º 3
0
        public void showFrame()
        {
            if (this.InvokeRequired)
            {
                try
                {
                    ShowFrameDelegate SD = new ShowFrameDelegate(showFrame);
                    this.BeginInvoke(SD);
                }
                catch { }
            }
            else
            {
                if (ext == ".jpg")
                {
                    Emgu.CV.Mat matBefore = CvInvoke.Imread(Text_FilePath.Text);
                    Emgu.CV.Mat matAfter  = CvInvoke.Imread(SaveFileName);

                    if (matBefore != null && matAfter != null)
                    {
                        // bitmap是GDI+的物件,所以使用一般釋放記憶體的方式(dispose)對於bitmap是無效的
                        // 要能夠成功的釋放GDI+物件所佔用的記憶體,必須要使用Windows GDI元件,才能有效的釋放掉bitmap所使用的記憶體
                        // 將Bitmap物件轉換為平台指標
                        IntPtr gdibitmapBefore = matBefore.Bitmap.GetHbitmap();
                        IntPtr gdibitmapAfter  = matAfter.Bitmap.GetHbitmap();
                        // 將bitmap放入至PictureBox的Image屬性
                        File_Before.Image = Image.FromHbitmap(gdibitmapBefore);
                        File_After.Image  = Image.FromHbitmap(gdibitmapAfter);
                        // 進行Bitmap資源的釋放
                        DeleteObject(gdibitmapBefore);
                        DeleteObject(gdibitmapAfter);
                    }
                    if (matBefore != null)
                    {
                        matBefore.Dispose();
                    }
                    if (matAfter != null)
                    {
                        matAfter.Dispose();
                    }
                    GC.Collect();
                }
                else if (FrameCount == 0 || State == (int)PlayState.PlayState_Play)
                {
                    Emgu.CV.Mat matBefore = objVideoCapture_Before.QueryFrame();
                    Emgu.CV.Mat matAfter  = objVideoCapture_After.QueryFrame();

                    if (matBefore != null && matAfter != null)
                    {
                        FrameCount = objVideoCapture_Before.GetCaptureProperty(Emgu.CV.CvEnum.CapProp.PosFrames);

                        // bitmap是GDI+的物件,所以使用一般釋放記憶體的方式(dispose)對於bitmap是無效的
                        // 要能夠成功的釋放GDI+物件所佔用的記憶體,必須要使用Windows GDI元件,才能有效的釋放掉bitmap所使用的記憶體
                        // 將Bitmap物件轉換為平台指標
                        IntPtr gdibitmapBefore = matBefore.Bitmap.GetHbitmap();
                        IntPtr gdibitmapAfter  = matAfter.Bitmap.GetHbitmap();
                        // 將bitmap放入至PictureBox的Image屬性
                        File_Before.Image = Image.FromHbitmap(gdibitmapBefore);
                        File_After.Image  = Image.FromHbitmap(gdibitmapAfter);
                        // 進行Bitmap資源的釋放
                        DeleteObject(gdibitmapBefore);
                        DeleteObject(gdibitmapAfter);
                    }
                    if (matBefore != null)
                    {
                        matBefore.Dispose();
                    }
                    if (matAfter != null)
                    {
                        matAfter.Dispose();
                    }
                    GC.Collect();
                }
            }
        }