How to fix "No JPEG data found in image" - caffe

I'm using C3D-v1.0 on Ubuntu 16.04, compiled with opencv 2.4. I completed the examples provided, extracting feature from video and frames, with no error occurred. But when I tried to extract feature from my own video(mpeg4, H.264) using the default settings, it kept telling me "[mjpeg # 0xafe5920] No JPEG data found in image".
I tried to install ffmpeg, ubuntu-restricted-extras and vlc, but no luck.
The ouput of the terminal is uploaded.
What is the possible cause of this problem and how can I solve it?

Finally, I found that this is a ffmpeg related problem. The error message "No JPEG data found in image" can be found in the source code of ffmpeg/libavcodec/mjpegdec.c.
Since I successfully extracted feature without any error in ubuntu 18.04, I checked the build information of opencv and found that the version of libavcodec was different. (57.107.100 in ubuntu 18.04, 56.60.100 in ubuntu 16.04).Manually compile ffmpeg and use new version of libavcodec solved my problem.

Related

QMSQL : Cannot mix incompatible Qt library (version 0x50b03) with this library (version 0x50c05)

I'm trying to use a MySQL database in a QT application. For this I needed to build the MySQL manually and nothing went as planned at all.
Using:
Qt 5.12.5
g++ 8.3.0
Make 4.2.1
MySQL 15.1
Debian 10.1
I first tried to follow this guide: https://doc.qt.io/qt-5/sql-driver.html but qmake wouldn't detect MySQL headers.
After searching the internet I found out somebody managed to work things out by building directly the driver.
I went in ~/Qt/5.12.5/Src/qtbase/src/plugins/sqldrivers/mysql and ran :
qmake qmake "INCLUDEPATH+=/usr/include" "LIBS+=-L/usr/lib/x86_64-linux-gnu/ -lmysqlclient_r"
It didn't work :
Project ERROR: Library 'mysql' is not defined.
After some googling, I changed the mysql.pro file to this one:
TARGET = qsqlmysql
HEADERS += $$PWD/qsql_mysql_p.h
SOURCES += $$PWD/qsql_mysql.cpp $$PWD/main.cpp
OTHER_FILES += mysql.json
PLUGIN_CLASS_NAME = QMYSQLDriverPlugin
include(../qsqldriverbase.pri)
It worked, for now. Next step, running make ! Guess what? Didn't work either.
/usr/include/c++/8/cstdlib:75:15: fatal error: stdlib.h: No such file or directory
ran qmake again without "INCLUDEPATH [...]", now I was missing mysql.h. I added manually the path to it to the Makefile. It worked.
I tried running my QT app again, still no MySQL driver.
Turned out the newly built driver was not copied in the right directory with the other ones. So I copied in Qt/5.12.5/gcc_64/plugins/sqldrivers.
Now it seems my plugin is indeed recognized by Qt but it just crashes with this error :
Cannot mix incompatible Qt library (version 0x50b03) with this library (version 0x50c05)
I don't know what to do next, can't find anything useful for this case on the internet...
Help, please?
Turned out I had another version Qt installed on my system. I don't where it came from but this issue is now solved.

Octave Psychtoolbox can't find Screen.mex despite being first directory in path

I have attempted to install Psychtoolbox for Octave on Windows 10, per the installation instructions. Before the installation completes, I get this warning:
Screen() failed to work for some reason:
Check the troubleshooting instructions on our Wiki (Download section
and FAQ section, maybe also the Bugs section).
You may need to delete (or rename) the following DLL files in your Octave-4.4.1 installations
bin folder to make this work, then restart Octave:
C:\Octave\4.4.1\bin\libglib-2.0.0.dll
C:\Octave\4.4.1\bin\libgmodule-2.0.0.dll
C:\Octave\4.4.1\bin\opengl32.dll
Once you manage to fix the problem (simply type 'AssertOpenGL' to verify
that stuff works now), you do not need to run the installation routine again,
but can start working immediately.
I had already deleted the named DLL files, which I confirmed. I then ran AssertOpenGL and received this error:
Last Error: could not find library or dependencies: D:\Coding\PTB\Psychtoolbox\PsychBasic\Octave4WindowsFiles64\Screen.mex
Simply calling Screen directly gives this error:
error: library open failed: D:\Coding\PTB\Psychtoolbox\PsychBasic\Octave4WindowsFiles64\Screen.mex
However, the directory containing Screen.mex is at the very top of my path:
Octave's search path contains the following directories:
.
D:\Coding\PTB\Psychtoolbox\PsychBasic\Octave4WindowsFiles64
D:\Coding\PTB\Psychtoolbox
<etc>
As such, the solution to this similar question is of no use. What might I be able to do to correctly configure PTB on Octave?
What version of gstreamer are you using? I had a similar problem recently and fixed it by installing gstreamer 1.14.4. The latest version of gstreamer will not work, nor will versions earlier than 1.14.4.

ERROR ITMS - 90167 No. app bundles found in the package

Before I start writing about the error, I'm running on macOS Sierra and using Xcode 7.3.1.
So I'm creating an Archive from my App, I validate the App and it passes validation, but when uploading to App Store, I get the error "ERROR ITMS - 90167 No. app bundles found in the package".
I've checked all my documentation and I have everything.
I have all my provisioning profiles.
I have Release as "iOS Distribution".
This error just started appearing after I installed macOS Sierra.
Anyone has an idea of why I'm getting this error?
After chatting with folks at WWDC in both the Xcode lab and the App Store lab, they were able to dig up information that this is a known issue in the current Sierra seed that is fixed in the next release. You can either revert, or wait. Not the most satisfying answer, I admit.
Problem:
Issue with the current macOS Sierra build.
Workaround
Build with Xcode 7.3.1 then upload using Xcode 8 [Beta]. (Thanks to #JollyRoger)
Currently, this workaround ONLY works for TestFlight and NOT for App Store submissions.
No need for fix [UPDATE]
So it seems that this bug has lasted for the whole beta period and it might not be worth for Apple to fix it anymore as the final version of iOS 10.0 is releasing in a few days and the final macOS Sierra is releasing a few days after that.
If you are still getting this issue with the final build of macOS Sierra, make sure you are using Xcode 8.x and not anything earlier than that.
Possible errors:
ERROR ITMS-90635
ERROR ITMS-90635: "Invalid Mach-O Format. The Mach-O in bundle
"....framework" isn’t consistent with the Mach-O in the main bundle.
The main bundle Mach-O contains armv7(machine code) and arm64(machine
code), while the nested bundle Mach-O contains armv7(bitcode) and
arm64(bitcode). Verify that all of the targets for a platform have a
consistent value for the ENABLE_BITCODE build setting."
Fix: Uncheck the Include Bitcode option before uploading.
INFO ITMS-90111
INFO ITMS-90111: "Beta Toolchain. This app has been built using beta toolchains. Apps built with beta toolchains are acceptable for TestFlight submission. Note that you will not be able to submit these builds for sale on the App Store."
Note: This will allow you to upload the build and use it for TestFlight but when trying to submit to the store you will be faced with this error message:
New apps and app updates must be built with the public (GM) versions of Xcode 6 or later, OS X, and tvOS SDK. Don't submit apps built with beta software including beta OS X builds.
If you are uploading from Xcode7(less than Xcode8) and macOS Sierra(V10.12), So this issue "ERROR ITMS-90167: "No .app bundles found in the package"" will come and will not allow to upload build to AppStore.
So use "Application Loader V3.6" or "Xcode8" to upload the build.
Try This, it worked like a charm for me,
We also facing same issues at time of updated macOS Sierra.
At time of upload build by using Xcode7.3.1 we get an error message
"ERROR ITMS-90167:"No.app bundles found in the package"
To Solve Error And Upload IPA file On App Store Follow Below Steps
We export build by using Xcode7.3.1.
-For upload build we use Application Loader V3.6 of Xcode8.
Xcode -> Open Developer Tools -> Application Loader
Follow Below Steps
1) Open Application Loader
2) Choose Build(IPA)
3)Uploading IPA file To app store
4)Successfully Submit Build(IPA)To App store
Your App will uploaded on Appstore,
Hope this is help for some one.
I would first like to thank #xemacobra for his solution, it worked for me until I needed to submit an application for Review.
If you need to submit an application for the App Store, and the build says You may not submit builds using beta software... here is the solution:
The problem is Xcode is sending the build information along with the version of you Mac OS. To fix that, you just need to change your Mac OS build to an older, acceptable, version.
Restart your Mac and hold Command + R on boot up
Open Terminal
Run csrutil disable
Restart your Mac.
In Finder, go to /System/Library/CoreServices/SystemVersion.plist
Open the file so that you may edit the SystemVersion.plist
Find <key>ProductBuildVersion</key> and locate the string attached to this key. For example, mine was 16A254g.
Change this string to a version of Mac OS that is currently supported for public release. At the time of this solution this one will fine: 15G31
Restart Xcode. Re-Archive your application. Re-Submit the application.
I did not try submitting the application through Xcode 7.3.1, but I do know this still works if you submit the .ipa through Xcode 8 beta 3.
Once you have submitted your build, revert the SystemVersion.plist to the original string, and repeat steps 1-4 replacing csrutil disable with csrutil enable.
I have also experienced the same. This is the simple way to solve your problem. Archive your app using Xcode 7.3.1 and export the ipa file of your app into a directory by selecting the option Save for iOS App Store deployment.
After that open Xcode 8.0 and open Application Loader from Xcode -> Developer Tools. Sign in to your team, and upload the ipa file using Xcode 8.0.
I have uploaded two apps to iTunesConnect, it will work for sure.
I was having this issue with Xcode 8 GM and trying to submit an app for release though Application Loader.
You have to use the version of Application Loader that comes with Xcode 8, which should be 3.6
I still have Xcode 7 installed, and was using Application Loader 3.5
Update
My apps submit okay now and go into processing, then soon after disappear completely. I think this might be a separate issue though.
Update 2
You still can't use Sierra to submit your apps. At least not until they release the GM.
Update 3
This issue is still occurring with this particular project. All other new ones (sticker apps) that I have created since public launch have been submitted to iTunes Connect with no issues.
I worked on this project during the betas, so it's possible something has been corrupted along the way and is causing issues. Might require starting a new project in Xcode 8.
There's a thread on the developer forums addressing this issue. https://forums.developer.apple.com/thread/62703
Solution
Turns out the fix for us was to add the "NSCameraUsageDescription" key
to the info.plist with a description of what the camera does in the
app.
Not sure if that solution will help in all cases though.
I submit an app built using LibGDX and had the same issue after upgrading to Sierra. I solved it by:
Upgrading Xcode (8.x), as explained above
Use the latest version of appLoader (3.6). To do that, use the AppLoader available within Xcode. I was using a standalone version of the appLoader: that's incorrect. Open Xcode and go to Xcode->Open Developer Tool->Application Loader
Unable to process application at this time due to the following error: No .app bundles found in the package. This issues appear when your pc's space is less. So clear you trash or some useless document from you pc. Then let's try again! It's work for me!
I recently upgraded to macOS Sierra and also received this error message. After uploading through the application loader failed.I downloaded Xcode 8 (kept my 7.3.1 copy). Closed Xcode 7.3.1. Opened Xcode 8-> Organizer-> proceeded to validate and upload my build. It worked. Hope this helps someone in a similar situation.
Maybe it's about your disk space check your disk space.
Try open App Loader from Xcode8.
Xcode > Open Developer Tools > Application Loader
Then you can upload app to TestFlight without the error.
These are all fabulous answers above... follow Nicholas's 9 step process above and also Tobeiosdev if you don't have write access to the SystemVersion.plist file.
However be very careful about how you read the step by step guide. DO NOT do as I did and restart your device after editing that plist file, as you will render most applications on your mac useless, including Terminal & TextEdit (which are required to edit it back). Reopen terminal inside Sierra (or the beta OS you are running) not inside the command line.
I unfortunately found out the hard way and then could not edit the plist file again in the command line. So I then had to reboot several times before finding the solution which was to go into single user mode (Command-S on restart), all of which scared me senseless that I had ruined the build of my mac. Eventually got everything running again but was somewhat delayed too by having to reinstall Xcode 8... leading to a sleepless night as my first ever submission to the AppStore.
All in all, the above is a perfect solution that works all around, IF you follow the directions correctly. Lesson learnt!
I accidentally opened an old version of the Application Loader Version 3.5 (921) and got the error ITMS-90167 no app bundles found. Be sure you open the Application Loader over the menu of Xcode (Xcode->Open Developer Tool). Version 3.6 (1020) works like a charm! :)
I solved this problem as follows, find your archive in the Organizer, and then:
Show in finder
Show package contents
In the „Wasabi.xcarchive“ file, find the
„Products“-„Applications“-„Wasabi.app“(Wasabi is your app’s name),
„Show package contents“ again
Finally, you can see there has a file named“Info.plist“, open it
Edit the value with a key named „BuildMachineOSBuild“, I just change
it to „15F34″(it’s „El Capitan 10.11.5“ ’s version)
According to #Fan Zhang answer follow these steps and you can upload this archive use Xcode or Application Loader, whatever you want!
When you archived your app, find your archive in the Organizer, and then:
-->"Show in finder";
-->"Show package contents";
-->In the "xx.xcarchive" file, find the "Products"->"Applications"->"xx.app"(xx is your app's name), "Show package contents" again;
-->Finally, you can see there has a file named"Info.plist", open it;
Edit the value with a key named "BuildMachineOSBuild", I just change it to "15F34"(it's "EI Capitan 10.11.5" 's version);
With me, my application writing by Swift 2.2. And must use Xcode 7.3.1 to archive and upload to Apple testflight but got the same error(I run on macOS Sierra-10.12). The follow solution fix it for me, hope another who face the same problem can find somethings helpful:
1> Use Xcode 7.3.1 to archive
2> Export to file .ipa
3> Quit Xcode 7.3.1 then open Xcode 8, and then open Application Loader, use Application Loader to upload file .ipa to itunes connect.
In case this helps, I had the same error code "ERROR ITMS - 90167 No. app bundles found in the package" using mac OS 10.14.4 with Xcode 10.2.
(As a note, I was able to successfully submit builds some weeks ago with the same configuration, but this seems to be something in the iTunes Connect side)
Had to update to mac os 10.14.6 and Xcode 10.3 to successfully submit my build.
I faced the same problem .
what worked for me was ->
go to target-> signing & capabilities -> signing certificate -> I had to revoke one certificate. Always revoke the Certificate by the name of admin's iMac .
It is created by default while making your certification and profiles.
**Picture is attached for the reference.
PS:- always make sure the bundle id is same on App store connect and Xcode before archiving.
The privacy settings are changed for iOS 10, more on this could be read here
I had previous described issues, which had to be solved as described, but after successful upload application wasn't visible on iTunes connect.
I had to add Privacy - Bluetooth Peripheral Usage Description key in a plist in order to solve the last one.
Other missing keys will make the same problem.
I was getting this error with Xcode 7.2.1 and Application Loader 3.4 on macOS 10.12.1.
But for some reason, it worked if I used the command-line "altool" to do the upload instead:
'/Applications/Xcode-7.2.1.app/Contents/Applications/Application Loader.app/Contents/Frameworks/ITunesSoftwareService.framework/Versions/A/Support/altool' \
--upload-app -f your-app.ipa \
-u your-apple-id -p your-apple-id-password \
--output-format xml
I had to provide missing application name in order to fix this problem.
Go inside your Appstore and download the new version of Transporter.
this worked for me

Binary file refuses to run due to a missing shared library

I tried building recutils version 1.7 downloaded from the home page, using the standard configure, make, sudo make install sequence, but when trying to run the resulting binaries. like recinf, I get the error:
recinf: error while loading shared libraries: librec.so.1: cannot open shared object file: No such file or directory
Does this mean I made a mistake during the build or is the package itself in error?
As Etan Reisner said the problem was that the shared object libraries were installed but not loaded into the cache, hence the need to run ldconfig. After running
sudo ldconfig
the binaries ran properly. If I had looked in /usr/local/lib, I would have seen the libs there.

Mysql Plug-in for Qt

I've installed recent Qt (4.5.3) sdk windows version. I'm want to use mysql in my app. Since Qt Mysql plugin in not available, so I compiled it from the included source. I copied compiled files D:\\Qt\2009.01\qt\plugins\sqldrivers.
Now when I run my application it still error "QMYSQL driver not loaded".
I suggest you take the whole Qt4 source code and compile it specifically for your own needs.
Something like this should do the job just fine:
Download the Qt source code from qt.nokia.com
Extract it somehwere and open a command prompt.
"cd" into the source directory and run "configure":
Just an example:
/Devel/qt/configure
-release
-fast
-opensource
-nomake "demos examples"
-silent
-qt-sql-mysql
You might have to additionally provide -I C:\path\to\mysql\includes and -L C:\path\to\mysql\libs.
After that, do "make install".
Hope that helps.
There may be several reasons leading to the driver not being loaded, I experienced several of them in my Qt experience.
Qt provides good documentation on this point, I suggest you have a look at the Troubleshooting subsection of Qt Assistant's SQL Database drivers section, it should help you diagnose your problem. It worked for me.
Hope that helps.
After compiling the plugin, you need to add the MySQL bin path to your PATH environment variable.