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From: Torbjorn Svangard <trptorbjorn@gm...> - 2010-03-24 22:15:23
|
Rich Mattes <jpgr87 <at> gmail.com> writes: > OpenCV and Player store their image data in similar array > structures. The OpenCV Python interface documentation [1] has an example for > PIL Image -> OpenCV that looks like a good jumping off point. I’ve been > successful in converting Player images to IplImages and back in C++, I don’t > think it’s terribly different in Python. It looks like you need to do > something like: > > from > playerc import * > > import > cv > > client > = playerc_client(None, ‘localhost’, 6665) > > cam= > playerc_camera(client,0) > > > > cv_im > = cv.CreateImageHeader((cam.width,cam.height), cv.IPL_DEPTH_8U, cam.depth/8) > > cv.SetData(cv_im, > cam.image) > > > > If you’re using color images, you might have to do a cvCvtColor(src, > dest, CV_RGB2BGR), as the IplImage* structure inexplicably stores image data in > BGR format. I’m not a python expert, and I would be quite surprised if > the above code runs, but I think I’ve captured the gist of the conversion. > > > > Rich Hello again! Thank you Rich for your answer. However no luck, it seems i dont get any data from the cam.image. Do you or anyone else have any other idea in order to get camera frames from player in python? (btw sorry for the bad subject name) client = playerc_client(None, 'localhost', 6665) cam = playerc_camera(client, 0) if client.read() == None: raise Exception(playerc_error_str()) img = cv.CreateImageHeader((cam.width,cam.height), cv.IPL_DEPTH_8U, cam.bpp/8) cv.SetData(img, cam.image, cam.image_count) print img cv.ShowImage ('Camera', img) ----- Outputs >From the print img: <iplimage(nChannels=3 width=640 height=480 widthStep=921600 )> And then error at next line: cv.ShowImage ('Camera', img) TypeError: IplImage argument 'image' has no data |
From: Valentino <puntovale@gm...> - 2010-03-24 18:55:06
|
I am an old member of Player 2.0.5 and Gazebo 0.7.0. I need to reuse my old code but I would not change anything. What is the latest version of Player and GAZEBO I can use without having to change my code? if I wanted to use the latest version of the Gazebo, it would be compatible with version 2.0.5 of player? Thanks in advance, Best regards |
From: Gonçalo Cabrita <goncabrita@gm...> - 2010-03-24 16:58:10
|
Thanks for all the help, I added export DYLD_LIBRARY_PATH=/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources:/swl/lib to my .profile and now I can run stage from player as a plugin. I'm running fink with player stage in 64-bit as described in my first post, only without gearbox. However I cannot run plugin drivers of my own. For example, I made a Roomba500 plugin driver, when I compile it and try to run it I get the following: Cabritas-MacBook:Roomba cabrita$ player roomba.cfg Registering driver Player v.3.1.0-svn * Part of the Player/Stage/Gazebo Project [http://playerstage.sourceforge.net]. * Copyright (C) 2000 - 2009 Brian Gerkey, Richard Vaughan, Andrew Howard, * Nate Koenig, and contributors. Released under the GNU General Public License. * Player comes with ABSOLUTELY NO WARRANTY. This is free software, and you * are welcome to redistribute it under certain conditions; see COPYING * for details. error : Failed to load plugin ./Roomba500/xcode/Debug/libRoomba500.dylib. error : libtool reports error: file not found error : plugin search path: /Users/cabrita/Dropbox/playground/Roomba:.:/sw/lib/ error : failed to load plugin: ./Roomba500/xcode/Debug/libRoomba500.dylib error : failed to parse config file roomba.cfg driver blocks Cabritas-MacBook:Roomba cabrita$ otool -L ./Roomba500/xcode/Debug/libRoomba500.dylib ./Roomba500/xcode/Debug/libRoomba500.dylib: libRoomba500.dylib (compatibility version 1.0.0, current version 1.0.0) /sw/lib/libplayercore.3.1.dylib (compatibility version 3.1.0, current version 3.1.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 123.0.0) /usr/lib/libltdl.7.dylib (compatibility version 9.0.0, current version 9.2.0) /sw/lib/libplayerinterface.3.1.dylib (compatibility version 3.1.0, current version 3.1.0) /sw/lib/libplayercommon.3.1.dylib (compatibility version 3.1.0, current version 3.1.0) /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0, current version 7.9.0) Cabritas-MacBook:Roomba cabrita$ I even run otool after and everything seems to be in place. I also tried adding the path to this dylib to DYLD_LIBRARY_PATH but it doesn't work. This plugin driver has already been tested on linux and it is working. I've also tried different approaches of installing player/stage on Mac OS X, most work just fine, wether they are 32bit, 64bit, using fink, macports, but I always have this problem with plugin drivers. I'm using Mac OS X libtool when building player and stage, could the problem be related to libtool? Gonçalo Cabrita ISR - University of Coimbra Anthony Cascone-2 wrote: > > I too had this problem for a while. The answer for me was to > set DYLD_LIBRARY_PATH, but I needed more than just the install path for > stage. If I set DYLD_LIBRARY_PATH=/opt/local/lib for example, running > stage > would yield: > > $ export DYLD_LIBRARY_PATH=/opt/local/lib > $ stage > dyld: Symbol not found: __cg_jpeg_resync_to_restart > Referenced from: > /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO > Expected in: /opt/local/lib/libJPEG.dylib > in > /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO > Trace/BPT trap > > So I added that to the library path too. > > $ export > DYLD_LIBRARY_PATH=/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources:/opt/local/lib > $ stage > Stage 3.2.2 > > [Stage: done] > > This also fixed my problem when trying to load player. Without setting the > path I'd get: > > $ player simple.cfg > Registering driver > Player v.3.0.1 > > * Part of the Player/Stage/Gazebo Project [ > http://playerstage.sourceforge.net]. > * Copyright (C) 2000 - 2009 Brian Gerkey, Richard Vaughan, Andrew Howard, > * Nate Koenig, and contributors. Released under the GNU General Public > License. > * Player comes with ABSOLUTELY NO WARRANTY. This is free software, and > you > * are welcome to redistribute it under certain conditions; see COPYING > * for details. > > error : Failed to load plugin stageplugin. > error : libtool reports error: file not found > error : plugin search path: > /Users/acascone/src/Stage-3.2.2-Source/worlds:.:/opt/local/lib/ > error : failed to load plugin: stageplugin > error : failed to parse config file simple.cfg driver blocks > > But setting the path as above > to > DYLD_LIBRARY_PATH=/System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources:/opt/local/lib > allows me to run player with the stage plugin. For what it's worth, I > thought I'd share my troubles. Otherwise, I am running player and stage on > x86_64 without boost at the moment. I was going to try and compile 1.35 as > was suggest on another thread. Perhaps 1.42 from macports is too new. PS: > should work for the 32bit build as well. > > On a side note, I'm running gcc version 4.2.1. Xcode 3.1 I think, I'm not > in > front of it at the moment. There may be some differences in the linker > with > that version of Xcode? > > Anthony Cascone > > 2010/3/23 Gonçalo Cabrita <goncabrita@...> > >> >> What cmake is finding is the fltk that I installed as you instructed, >> only >> in >> /opt/local, was that a mistake? >> >> You can see that here... >> port list installed >> cmake @2.8.0 devel/cmake >> expat @2.0.1 textproc/expat >> gettext @0.17 devel/gettext >> gperf @3.0.4 devel/gperf >> libiconv @1.13.1 textproc/libiconv >> libidn @1.16 mail/libidn >> libpng @1.2.42 graphics/libpng >> ncurses @5.7 devel/ncurses >> ncursesw @5.7 devel/ncursesw >> openssl @0.9.8m devel/openssl >> pkgconfig @0.23 devel/pkgconfig >> zlib @1.2.4 archivers/zlib >> >> I only installed cmake, pkgconfig and libpng with macports. >> >> Player on the other hand is running, but it doesn't run plugin drivers. >> >> Gonçalo Cabrita >> ISR - University of Coimbra >> >> >> Serge Stinckwich-2 wrote: >> > >> > 2010/3/22 Gonçalo Cabrita <goncabrita@...>: >> >> >> >> I followed your tutorial but I get this error concerning fltk while >> >> trying to >> >> build stage... >> >> >> >> Linking CXX shared library libstage.dylib >> >> ld: warning: in /opt/local/lib/libz.dylib, file is not of required >> >> architecture >> >> Undefined symbols: >> >> "_deflate", referenced from: >> >> _png_write_flush in libfltk_png.a(pngwrite.o) >> >> _png_write_finish_row in libfltk_png.a(pngwutil.o) >> >> _png_write_filtered_row in libfltk_png.a(pngwutil.o) >> >> _png_text_compress in libfltk_png.a(pngwutil.o) >> >> _png_text_compress in libfltk_png.a(pngwutil.o) >> >> "_deflateEnd", referenced from: >> >> _png_write_destroy in libfltk_png.a(pngwrite.o) >> >> "_crc32", referenced from: >> >> _png_calculate_crc in libfltk_png.a(png.o) >> >> _png_reset_crc in libfltk_png.a(png.o) >> >> "_deflateReset", referenced from: >> >> _png_write_compressed_data_out in libfltk_png.a(pngwutil.o) >> >> _png_write_finish_row in libfltk_png.a(pngwutil.o) >> >> "_inflateReset", referenced from: >> >> _png_reset_zstream in libfltk_png.a(png.o) >> >> _png_read_finish_row in libfltk_png.a(pngrutil.o) >> >> _png_decompress_chunk in libfltk_png.a(pngrutil.o) >> >> _png_decompress_chunk in libfltk_png.a(pngrutil.o) >> >> "_inflateEnd", referenced from: >> >> _png_read_destroy in libfltk_png.a(pngread.o) >> >> "_inflate", referenced from: >> >> _png_read_row in libfltk_png.a(pngread.o) >> >> _png_read_finish_row in libfltk_png.a(pngrutil.o) >> >> _png_decompress_chunk in libfltk_png.a(pngrutil.o) >> >> "_inflateInit_", referenced from: >> >> _png_create_read_struct_2 in libfltk_png.a(pngread.o) >> >> _png_read_init_3 in libfltk_png.a(pngread.o) >> >> "_deflateInit2_", referenced from: >> >> _png_write_IHDR in libfltk_png.a(pngwutil.o) >> >> ld: symbol(s) not found >> >> collect2: ld returned 1 exit status >> >> lipo: can't open input file: >> >> /var/folders/WL/WLj02hEDFOiv9z5IlzLe0U+++TI/-Tmp-//ccODPrEA.out (No >> such >> >> file or directory) >> >> make[2]: *** [libstage/libstage.3.2.2.dylib] Error 1 >> >> make[1]: *** [libstage/CMakeFiles/stage.dir/all] Error 2 >> >> make: *** [all] Error 2 >> > >> > >> > It looks like, Stage is using fltk from macport. Could you remove fltk >> > from macport with: >> > >> > sudo port uninstall fltk >> > sudo port clean fltk >> > >> > >> >> Also a minor bug in your tutorial, under the Test your P/S >> installation >> >> section, you're missing the $ before INSTALL_DIR on export >> >> PATH=INSTALL_DIR/bin:$PATH >> > >> > >> > Ok, thank you. I made the modification. >> > >> > Best regards, >> > -- >> > Serge Stinckwich >> > UMI UMMISCO 209 (IRD/UPMC), Hanoi, Vietnam >> > Smalltalkers do: [:it | All with: Class, (And love: it)] >> > http://doesnotunderstand.org/ >> > >> > >> ------------------------------------------------------------------------------ >> > Download Intel® Parallel Studio Eval >> > Try the new software tools for yourself. Speed compiling, find bugs >> > proactively, and fine-tune applications for parallel performance. >> > See why Intel Parallel Studio got high marks during beta. >> > http://p.sf.net/sfu/intel-sw-dev >> > _______________________________________________ >> > Playerstage-users mailing list >> > Playerstage-users@... >> > https://lists.sourceforge.net/lists/listinfo/playerstage-users >> > >> > >> >> -- >> View this message in context: >> http://old.nabble.com/Player-Stage-on-Mac-OS-X-10.6-Snow-Leopard-in-64-bit-tp27946762p27998125.html >> Sent from the playerstage-users mailing list archive at Nabble.com. >> >> >> >> ------------------------------------------------------------------------------ >> Download Intel® Parallel Studio Eval >> Try the new software tools for yourself. Speed compiling, find bugs >> proactively, and fine-tune applications for parallel performance. >> See why Intel Parallel Studio got high marks during beta. >> http://p.sf.net/sfu/intel-sw-dev >> _______________________________________________ >> Playerstage-users mailing list >> Playerstage-users@... >> https://lists.sourceforge.net/lists/listinfo/playerstage-users >> > > > > -- > The Pennsylvania State University > Mechanical Engineering > 104 Engineering Unit C > Office: 814.865.6188 > Email: ajc317@... > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Playerstage-users mailing list > Playerstage-users@... > https://lists.sourceforge.net/lists/listinfo/playerstage-users > > -- View this message in context: http://old.nabble.com/Player-Stage-on-Mac-OS-X-10.6-Snow-Leopard-in-64-bit-tp27946762p28018044.html Sent from the playerstage-users mailing list archive at Nabble.com. |
From: Rich Mattes <jpgr87@gm...> - 2010-03-24 15:33:04
|
OpenCV and Player store their image data in similar array structures. The OpenCV Python interface documentation [1] has an example for PIL Image -> OpenCV that looks like a good jumping off point. Ive been successful in converting Player images to IplImages and back in C++, I dont think its terribly different in Python. It looks like you need to do something like: from playerc import * import cv client = playerc_client(None, localhost, 6665) cam= playerc_camera(client,0) cv_im = cv.CreateImageHeader((cam.width,cam.height), cv.IPL_DEPTH_8U, cam.depth/8) cv.SetData(cv_im, cam.image) If youre using color images, you might have to do a cvCvtColor(src, dest, CV_RGB2BGR), as the IplImage* structure inexplicably stores image data in BGR format. Im not a python expert, and I would be quite surprised if the above code runs, but I think Ive captured the gist of the conversion. Rich [1] http://opencv.willowgarage.com/wiki/PythonInterface From: Torbjörn Svangård [mailto:trptorbjorn@...] Sent: Wednesday, March 24, 2010 11:12 AM To: playerstage-users@... Subject: Re: [Playerstage-users] Playerstage-users Digest, Vol 46, Issue 31 Hi all and greetings to everyone involved in Player/Stage development and support! Me and some fellow students are trying to get images from camera device on player using python. I would like to get the image into opencv IplImage format alternatively to PIL format. However all our attempts fail when trying to get data from cam.image Can anyone point me in the right direction? Ubuntu 9.10 Player v.3.0.1 import cv from playerc import * client = playerc_client(None, 'localhost', 6665) cam = playerc_camera(client, 0) print cam.width print cam.height print cam.image ----- Outputs ----------- 640 480 <Swig Object of type 'uint8_t *' at 0x8e102d8> ------------------- Same problem posted here, but i cant find any answers: http://article.gmane.org/gmane.science.robotics.playerstage.user/8625/match= playerc_camera |
From: Torbjörn Svangård <trptorbjorn@gm...> - 2010-03-24 15:12:45
|
Hi all and greetings to everyone involved in Player/Stage development and support! Me and some fellow students are trying to get images from camera device on player using python. I would like to get the image into opencv IplImage format alternatively to PIL format. However all our attempts fail when trying to get data from cam.image Can anyone point me in the right direction? Ubuntu 9.10 Player v.3.0.1 import cv from playerc import * client = playerc_client(None, 'localhost', 6665) cam = playerc_camera(client, 0) print cam.width print cam.height print cam.image ----- Outputs ----------- 640 480 <Swig Object of type 'uint8_t *' at 0x8e102d8> ------------------- Same problem posted here, but i cant find any answers: http://article.gmane.org/gmane.science.robotics.playerstage.user/8625/match=playerc_camera |
From: Rich Mattes <jpgr87@gm...> - 2010-03-24 13:27:53
|
player.dox.in is a template that gets filled in by cmake during the build process. If you use the option -DBUILD_DOCUMENTATION=ON when you run cmake, there should be a player.dox in the doc directory. Rich From: Aslund [mailto:sebastian.aslund@...] Sent: Wednesday, March 24, 2010 8:34 AM To: playerstage-users@... Subject: Re: [Playerstage-users] Using Player 3.0.1 Hey Rich Thanks for the mail, reminded me of the installation workarounds I needed but forgot. Regarding the documentation I have read the latest topic regarding it, but have been unable to generate any documentation, either it an't generate anything or when I use "doxygen player.dox.in" it starts but terminates because it can't create a folder. Regards Sebastian On 23 March 2010 17:11, Rich Mattes <jpgr87@...> wrote: playerc++.h should be installed in /usr/local/include/player-3.0/libplayerc++ by default, unless you changed the install prefix. The command pkg-config -cflags playerc++ should still work as long as /usr/local/lib/pkgconfig is on your PKG_CONFIG_PATH (again, unless you changed the install prefix). Thus, there shouldn't be any difference between what you do to compile a player-2.1 and a player-3.0 client program. The documentation on the website is very out of date, but you can generate new documentation from the source (search the mailing list, this came up a little while ago). Playerc++ hasn't changed too much between 2.1 and 3.0. The hokuyo_aist driver uses the "ranger" interface instead of "laser". You might have to change your code or use "rangertolaser". Rich From: Aslund [mailto:sebastian.aslund@...] Sent: Tuesday, March 23, 2010 11:13 AM To: playerstage-users@... Subject: [Playerstage-users] Using Player 3.0.1 Hey everyone I stand in a small problem, for previous projects have I used Player 2.1.3, but for my Hokuyo laser, Player 3.0.1 provides a better driver. My problem is that the new player is soo confusing in its setup, make no sense to me, and I have been unable to find the playerc++.h file and seems no documentation is available. I is possible for someone to line up how to setup and compile a program with the new Player? Ps. Is any change needed in my previous code for Player 2.1.3 to make it work under Player 3.0.1? Regards Sebastian ---------------------------------------------------------------------------- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Playerstage-users mailing list Playerstage-users@... https://lists.sourceforge.net/lists/listinfo/playerstage-users |
From: Aslund <sebastian.aslund@gm...> - 2010-03-24 12:34:24
|
Hey Rich Thanks for the mail, reminded me of the installation workarounds I needed but forgot. Regarding the documentation I have read the latest topic regarding it, but have been unable to generate any documentation, either it an't generate anything or when I use "doxygen player.dox.in" it starts but terminates because it can't create a folder. Regards Sebastian On 23 March 2010 17:11, Rich Mattes <jpgr87@...> wrote: > playerc++.h should be installed in > /usr/local/include/player-3.0/libplayerc++ by default, unless you changed > the install prefix. The command pkg-config –cflags playerc++ should still > work as long as /usr/local/lib/pkgconfig is on your PKG_CONFIG_PATH (again, > unless you changed the install prefix). Thus, there shouldn’t be any > difference between what you do to compile a player-2.1 and a player-3.0 > client program. > > > > The documentation on the website is very out of date, but you can generate > new documentation from the source (search the mailing list, this came up a > little while ago). Playerc++ hasn’t changed too much between 2.1 and 3.0. > The hokuyo_aist driver uses the “ranger” interface instead of “laser”. You > might have to change your code or use “rangertolaser”. > > > > Rich > > > > *From:* Aslund [mailto:sebastian.aslund@...] > *Sent:* Tuesday, March 23, 2010 11:13 AM > *To:* playerstage-users@... > *Subject:* [Playerstage-users] Using Player 3.0.1 > > > > Hey everyone > > I stand in a small problem, for previous projects have I used Player 2.1.3, > but for my Hokuyo laser, Player 3.0.1 provides a better driver. > My problem is that the new player is soo confusing in its setup, make no > sense to me, and I have been unable to find the playerc++.h file and seems > no documentation is available. I is possible for someone to line up how to > setup and compile a program with the new Player? > > Ps. > Is any change needed in my previous code for Player 2.1.3 to make it work > under Player 3.0.1? > > Regards > > Sebastian > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Playerstage-users mailing list > Playerstage-users@... > https://lists.sourceforge.net/lists/listinfo/playerstage-users > > |
From: hongzz <hongzz_zu@ya...> - 2010-03-24 09:56:57
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Hi all, :clap: I got that error when I was running my code for about 5 minutes. the robot could not moving well and lagged behind the original`s pose. when I saw the terminal this error came up: :-(( playerc error : queue overflow; discarding packets playerc error : queue overflow; discarding packets playerc error : queue overflow; discarding packets playerc error : queue overflow; discarding packets playerc error : queue overflow; discarding packets playerc error : queue overflow; discarding packets I integrated the playernav with the laser scanning process so that the playernav can show the scanning result of the laser. i`m using gnomecanvas for the drawing part of the laser result. it seemed that the error was due to so many item that I draw using the gnomecanvas. if I reduced the number of particle for drawing part, the robot could move very well according to the orginal robot moving. is there a way in gnomecanvas to store a large value of the data? let say save it in the array? or anyone know how to solve the "playerc error : queue overflow; discarding packets" :-D thanks a lot for ur help!! =) Warm regards, Budi -- View this message in context: http://old.nabble.com/laser-client-error%2C-playerc-error---%3A-queue-overflow--discarding-packets-tp28012818p28012818.html Sent from the playerstage-users mailing list archive at Nabble.com. |
From: JIA Pei <jp4work@gm...> - 2010-03-24 05:30:23
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Hi, all: I successfully installed player-3.0.1, Stage-3.2.2-Source, Ogre3d 1.7.0 and current Bullet SVN R2702. However, I'm not able to compile gazebo . It looks it's an error from Bullet . So, can anybody give me some hints on why it is so? BTW, my OS: Ubuntu 9.10 GCC: gcc (Ubuntu 4.4.1-4ubuntu9) 4.4.1 The error is as follows: [ 93%] Building CXX object server/CMakeFiles/gazebo-exec.dir/main.o ... /usr/bin/c++ -O3 -DNDEBUG CMakeFiles/gazebo-exec.dir/main.o -o gazebo -rdynamic -L/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build/libgazebo -L/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build/server/gui -L/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build/server/physics/bullet -L/usr/local/lib -L/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build/3rd_party/assimp/code -L/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build/3rd_party/assimp -lltdl -L/usr/lib -lode -lOgreMain -lpthread -L/usr/local/lib -lOgreMain -lpthread -lxml2 -lXft -lopenal -lavformat -lavcodec ../3rd_party/assimp/code/libassimp.so -lboost_thread-mt -lboost_signals-mt libgazebo_server.so.0.10.0 -lfreeimage rendering/libgazebo_rendering.so audio_video/libgazebo_av.so.0.10.0 gui/libgazebo_gui.so.0.10.0 physics/libgazebo_physics.so -lgazebo ../3rd_party/assimp/code/libassimp.so physics/bullet/libgazebo_physics_bullet.so /usr/local/lib/libBulletDynamics.a /usr/local/lib/libBulletCollision.a /usr/local/lib/libBulletSoftBody.a /usr/local/lib/libLinearMath.a -lBulletDynamics physics/ode/libgazebo_physics_ode.so -lltdl -lfreeimage -lOgreMain -lpthread -lX11 -lgazebo -lBulletCollision -lLinearMath /usr/local/lib/libBulletDynamics.a /usr/local/lib/libBulletCollision.a /usr/local/lib/libBulletSoftBody.a /usr/local/lib/libLinearMath.a -lopenal -lavformat -lavcodec -lfltk_images -lfltk_forms -lfltk_gl -lGL -lfltk -lSM -lICE -lX11 -lXext -lm -lXpm physics/bullet/libgazebo_physics_bullet.so: undefined reference to `btStaticPlaneShape::btStaticPlaneShape(btVector3 const&, double)' physics/bullet/libgazebo_physics_bullet.so: undefined reference to `btRigidBody::setMassProps(double, btVector3 const&)' physics/bullet/libgazebo_physics_bullet.so: undefined reference to `btRigidBody::setDamping(double, double)' collect2: ld returned 1 exit status make[2]: *** [server/gazebo] Error 1 make[2]: Leaving directory `/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build' make[1]: *** [server/CMakeFiles/gazebo-exec.dir/all] Error 2 make[1]: Leaving directory `/home/jiapei/Tools/Robotics/playerstagegazebo/gazebo-0.10.0/build' make: *** [all] Error 2 Best Regards JIA Pei -- Welcome to Vision Open http://www.visionopen.com |
From: Paul Osmialowski <newchief@ki...> - 2010-03-24 00:07:23
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Hi, Try to set ignore_checksum option to 1 in p2os driver configuration. Paul On Tue, 23 Mar 2010, jancan@... wrote: > Hello, > I have installed player 3.0.1 and Stage 2.1.0 on a machine running Ubuntu 9.04. When I run the example programs using Stage everything works fine. So I put player 3.0.1 on a pioneer robot also running Ubuntu 9.04 I am able to start running player using the pioneer.cfg file however when I start one of the example programs (example0, laserobstacleavoid, and sonarobstacleavoid) I get an error on the player server > Error reading packet header from robot connection: P2OSPacket():Receive():: Resource temporarily unavilable. > This gets repeated about 20 times and then it says: > Couldn't synchronize with P2OS. > Most likely because the robot is not connected to the serial port /dev/ttyS0 > error : Driver failed to Setup (1) > > I have tried using different serial ports (ttyS1-ttyS3) and receive the same error. > I found a thread talking about a very similar problem with player 2.1.2 which suggested updating packet.cc and p2os from the repository. I have done both of these things and it is still not working. > > Any suggestions would be greatly appreciated. > > Thanks > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Playerstage-users mailing list > Playerstage-users@... > https://lists.sourceforge.net/lists/listinfo/playerstage-users > |