Cannot create json file to resources folder [duplicate] - json

I find the best way to save game data in Unity3D Game engine.
At first, I serialize objects using BinaryFormatter.
But I heard this way has some issues and is not suitable for save.
So, What is the best or recommended way for saving game state?
In my case, save format must be byte array.

But I heard this way has some issues and not suitable for save.
That's right. On some devices, there are issues with BinaryFormatter. It gets worse when you update or change the class. Your old settings might be lost since the classes non longer match. Sometimes, you get an exception when reading the saved data due to this.
Also, on iOS, you have to add Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes"); or you will have problems with BinaryFormatter.
The best way to save is with PlayerPrefs and Json. You can learn how to do that here.
In my case, save format must be byte array
In this case, you can convert it to json then convert the json string to byte array. You can then use File.WriteAllBytes and File.ReadAllBytes to save and read the byte array.
Here is a Generic class that can be used to save data. Almost the-same as this but it does not use PlayerPrefs. It uses file to save the json data.
DataSaver class:
public class DataSaver
{
//Save Data
public static void saveData<T>(T dataToSave, string dataFileName)
{
string tempPath = Path.Combine(Application.persistentDataPath, "data");
tempPath = Path.Combine(tempPath, dataFileName + ".txt");
//Convert To Json then to bytes
string jsonData = JsonUtility.ToJson(dataToSave, true);
byte[] jsonByte = Encoding.ASCII.GetBytes(jsonData);
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
{
Directory.CreateDirectory(Path.GetDirectoryName(tempPath));
}
//Debug.Log(path);
try
{
File.WriteAllBytes(tempPath, jsonByte);
Debug.Log("Saved Data to: " + tempPath.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To PlayerInfo Data to: " + tempPath.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}
}
//Load Data
public static T loadData<T>(string dataFileName)
{
string tempPath = Path.Combine(Application.persistentDataPath, "data");
tempPath = Path.Combine(tempPath, dataFileName + ".txt");
//Exit if Directory or File does not exist
if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
{
Debug.LogWarning("Directory does not exist");
return default(T);
}
if (!File.Exists(tempPath))
{
Debug.Log("File does not exist");
return default(T);
}
//Load saved Json
byte[] jsonByte = null;
try
{
jsonByte = File.ReadAllBytes(tempPath);
Debug.Log("Loaded Data from: " + tempPath.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To Load Data from: " + tempPath.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}
//Convert to json string
string jsonData = Encoding.ASCII.GetString(jsonByte);
//Convert to Object
object resultValue = JsonUtility.FromJson<T>(jsonData);
return (T)Convert.ChangeType(resultValue, typeof(T));
}
public static bool deleteData(string dataFileName)
{
bool success = false;
//Load Data
string tempPath = Path.Combine(Application.persistentDataPath, "data");
tempPath = Path.Combine(tempPath, dataFileName + ".txt");
//Exit if Directory or File does not exist
if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
{
Debug.LogWarning("Directory does not exist");
return false;
}
if (!File.Exists(tempPath))
{
Debug.Log("File does not exist");
return false;
}
try
{
File.Delete(tempPath);
Debug.Log("Data deleted from: " + tempPath.Replace("/", "\\"));
success = true;
}
catch (Exception e)
{
Debug.LogWarning("Failed To Delete Data: " + e.Message);
}
return success;
}
}
USAGE:
Example class to Save:
[Serializable]
public class PlayerInfo
{
public List<int> ID = new List<int>();
public List<int> Amounts = new List<int>();
public int life = 0;
public float highScore = 0;
}
Save Data:
PlayerInfo saveData = new PlayerInfo();
saveData.life = 99;
saveData.highScore = 40;
//Save data from PlayerInfo to a file named players
DataSaver.saveData(saveData, "players");
Load Data:
PlayerInfo loadedData = DataSaver.loadData<PlayerInfo>("players");
if (loadedData == null)
{
return;
}
//Display loaded Data
Debug.Log("Life: " + loadedData.life);
Debug.Log("High Score: " + loadedData.highScore);
for (int i = 0; i < loadedData.ID.Count; i++)
{
Debug.Log("ID: " + loadedData.ID[i]);
}
for (int i = 0; i < loadedData.Amounts.Count; i++)
{
Debug.Log("Amounts: " + loadedData.Amounts[i]);
}
Delete Data:
DataSaver.deleteData("players");

I know this post is old, but in case other users also find it while searching for save strategies, remember:
PlayerPrefs is not for storing game state. It is explicitly named "PlayerPrefs" to indicate its use: storing player preferences. It is essentially plain text. It can easily be located, opened, and edited by any player. This may not be a concern for all developers, but it will matter to many whose games are competitive.
Use PlayerPrefs for Options menu settings like volume sliders and graphics settings: things where you don't care that the player can set and change them at will.
Use I/O and serialization for saving game data, or send it to a server as Json. These methods are more secure than PlayerPrefs, even if you encrypt the data before saving.

Related

how to write GameObject position in the Scene to json file?

on Clicking the button, I m loading the function WriteJsonForLevel(). I have placed three GameObject with the tag name "RedCoin" and I want to write the position of the GameObject to a JSON file. I can get the position of the object, but it's all overwritten. I can only see the last GameObject position (i.e the completion of the loop)
public List<GameObject> levelObjects;
public string level;
public Vector3 pos;
// Start is called before the first frame update
void Start()
{
levelObjects = new List<GameObject>();
}
// Update is called once per frame
void Update()
{
}
public void WritejsonForAll()
{
WriteJsonForLevel();
}
public void WriteJsonForLevel()
{
/* FileStream fs = new FileStream(Application.dataPath + "/sample.json",FileMode.Create);
StreamWriter writer= new StreamWriter(fs);*/
GameObject[] coinObjRed = GameObject.FindGameObjectsWithTag("RedCoin");
putAllObjectInList(coinObjRed);
}
public void putAllObjectInList(GameObject[] p)
{
string path = Application.dataPath + "/text.json";
foreach (GameObject q in p)
{
levelObjects.Add(q);
}
for (int i = 0; i < levelObjects.Count; i++)
{
GameObject lvlObj = levelObjects[i];
Vector3 pos = lvlObj.transform.position;
string posOutput = JsonUtility.ToJson(pos);
File.WriteAllText(path,posOutput);
Debug.Log("position:" + posOutput);
}
}
}
You are using WriteAllText which will overwrite the file every time it is called. As it is overwriting each time it is in the loop, it will only write the last object to the file as every other previous write is overwritten. I would consider making a serialized class of data, assigning the data to it, converting it to a JSON string then saving that.
// stores individual locations for saving
[System.Serializable]
public class IndividualLocation
{
public IndividualLocation(Vector3 pos)
{
xPos = pos.x;
yPos = pos.y;
zPos = pos.z;
}
public float xPos;
public float yPos;
public float zPos;
}
// stores all game locations for saving
[System.Serializable]
public class AllGameLocations
{
public List<IndividualLocation> Locations = new List<IndividualLocation>();
}
public void PutAllObjectInList(in GameObject[] p)
{
string path = Application.dataPath + "/text.json";
// create a new object to write to
AllGameLocations data = new AllGameLocations();
// iterate the objects adding each to our structure
foreach(GameObject obj in p)
{
data.Locations.Add(new IndividualLocation(obj.transform.position));
}
// now that the data is filled, write out to the file
File.WriteAllText(path, JsonUtility.ToJson(AllGameLocations));
}
If you need a snippet on how to load the data properly I can add one.
Edit: Here is a load snippet
public void LoadJSONObject()
{
string path = Application.dataPath + "/text.json";
// if the file path or name does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Debug.LogWarning("File or path does not exist! " + path);
return
}
// load in the save data as byte array
byte[] jsonDataAsBytes = null;
try
{
jsonDataAsBytes = File.ReadAllBytes(path);
Debug.Log("<color=green>Loaded all data from: </color>" + path);
}
catch (Exception e)
{
Debug.LogWarning("Failed to load data from: " + path);
Debug.LogWarning("Error: " + e.Message);
return;
}
if (jsonDataAsBytes == null)
return;
// convert the byte array to json
string jsonData;
// convert the byte array to json
jsonData = Encoding.ASCII.GetString(jsonDataAsBytes);
// convert to the specified object type
AllGameLocations returnedData;
JsonUtility.FromJsonOverwrite<AllGameLocations>(jsonData, AllGameLocations);
// use returnedData as a normal object now
float firstObjectX = returnedData.Locations[0].xPos;
}
}
Let me know if the Load works, just typed it up untested. Added some error handling as well to assure data exists and the load properly works.

How to write and read Json in Unity [duplicate]

I find the best way to save game data in Unity3D Game engine.
At first, I serialize objects using BinaryFormatter.
But I heard this way has some issues and is not suitable for save.
So, What is the best or recommended way for saving game state?
In my case, save format must be byte array.
But I heard this way has some issues and not suitable for save.
That's right. On some devices, there are issues with BinaryFormatter. It gets worse when you update or change the class. Your old settings might be lost since the classes non longer match. Sometimes, you get an exception when reading the saved data due to this.
Also, on iOS, you have to add Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes"); or you will have problems with BinaryFormatter.
The best way to save is with PlayerPrefs and Json. You can learn how to do that here.
In my case, save format must be byte array
In this case, you can convert it to json then convert the json string to byte array. You can then use File.WriteAllBytes and File.ReadAllBytes to save and read the byte array.
Here is a Generic class that can be used to save data. Almost the-same as this but it does not use PlayerPrefs. It uses file to save the json data.
DataSaver class:
public class DataSaver
{
//Save Data
public static void saveData<T>(T dataToSave, string dataFileName)
{
string tempPath = Path.Combine(Application.persistentDataPath, "data");
tempPath = Path.Combine(tempPath, dataFileName + ".txt");
//Convert To Json then to bytes
string jsonData = JsonUtility.ToJson(dataToSave, true);
byte[] jsonByte = Encoding.ASCII.GetBytes(jsonData);
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
{
Directory.CreateDirectory(Path.GetDirectoryName(tempPath));
}
//Debug.Log(path);
try
{
File.WriteAllBytes(tempPath, jsonByte);
Debug.Log("Saved Data to: " + tempPath.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To PlayerInfo Data to: " + tempPath.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}
}
//Load Data
public static T loadData<T>(string dataFileName)
{
string tempPath = Path.Combine(Application.persistentDataPath, "data");
tempPath = Path.Combine(tempPath, dataFileName + ".txt");
//Exit if Directory or File does not exist
if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
{
Debug.LogWarning("Directory does not exist");
return default(T);
}
if (!File.Exists(tempPath))
{
Debug.Log("File does not exist");
return default(T);
}
//Load saved Json
byte[] jsonByte = null;
try
{
jsonByte = File.ReadAllBytes(tempPath);
Debug.Log("Loaded Data from: " + tempPath.Replace("/", "\\"));
}
catch (Exception e)
{
Debug.LogWarning("Failed To Load Data from: " + tempPath.Replace("/", "\\"));
Debug.LogWarning("Error: " + e.Message);
}
//Convert to json string
string jsonData = Encoding.ASCII.GetString(jsonByte);
//Convert to Object
object resultValue = JsonUtility.FromJson<T>(jsonData);
return (T)Convert.ChangeType(resultValue, typeof(T));
}
public static bool deleteData(string dataFileName)
{
bool success = false;
//Load Data
string tempPath = Path.Combine(Application.persistentDataPath, "data");
tempPath = Path.Combine(tempPath, dataFileName + ".txt");
//Exit if Directory or File does not exist
if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
{
Debug.LogWarning("Directory does not exist");
return false;
}
if (!File.Exists(tempPath))
{
Debug.Log("File does not exist");
return false;
}
try
{
File.Delete(tempPath);
Debug.Log("Data deleted from: " + tempPath.Replace("/", "\\"));
success = true;
}
catch (Exception e)
{
Debug.LogWarning("Failed To Delete Data: " + e.Message);
}
return success;
}
}
USAGE:
Example class to Save:
[Serializable]
public class PlayerInfo
{
public List<int> ID = new List<int>();
public List<int> Amounts = new List<int>();
public int life = 0;
public float highScore = 0;
}
Save Data:
PlayerInfo saveData = new PlayerInfo();
saveData.life = 99;
saveData.highScore = 40;
//Save data from PlayerInfo to a file named players
DataSaver.saveData(saveData, "players");
Load Data:
PlayerInfo loadedData = DataSaver.loadData<PlayerInfo>("players");
if (loadedData == null)
{
return;
}
//Display loaded Data
Debug.Log("Life: " + loadedData.life);
Debug.Log("High Score: " + loadedData.highScore);
for (int i = 0; i < loadedData.ID.Count; i++)
{
Debug.Log("ID: " + loadedData.ID[i]);
}
for (int i = 0; i < loadedData.Amounts.Count; i++)
{
Debug.Log("Amounts: " + loadedData.Amounts[i]);
}
Delete Data:
DataSaver.deleteData("players");
I know this post is old, but in case other users also find it while searching for save strategies, remember:
PlayerPrefs is not for storing game state. It is explicitly named "PlayerPrefs" to indicate its use: storing player preferences. It is essentially plain text. It can easily be located, opened, and edited by any player. This may not be a concern for all developers, but it will matter to many whose games are competitive.
Use PlayerPrefs for Options menu settings like volume sliders and graphics settings: things where you don't care that the player can set and change them at will.
Use I/O and serialization for saving game data, or send it to a server as Json. These methods are more secure than PlayerPrefs, even if you encrypt the data before saving.

How to access nested JSON with array in firebase

I want to access a JSON of this structure in firebase
The structure
{
"questions":{
"English":{
"English_2002":[
{
"correct_ans":"A",
"OptionA":"a coder",
"OptionB":"a hacker",
"OptionC":"a writer",
"OptionD":"a programmer",
"Question":"Who build software"
},
{},
{}
],
"English_2003":[],
}
}
}
I want this structure. In the subject structure, other subjects will come after I exhaust 9 years of English.
My confusion is how to logically get each subject since firebase will only accept the root name questions.
Please I may sound dumb, but I have a very long questions thread almost 55000 lines. Because firebase accept one JSON tree.
Sorry i wasn't very clear i was asking from the stack phone app:
I have a question json tag of the structure above; my question is how will i be able to access the object subject like "english":{
// then accessing the first english array "english":[]
//since am now using firebase.
}
initially each array was individual json file, i have to recreate them into one for firebase sake. this is how i was parsing it then.
public class QuestionParser {
Context context;
public QuestionParser(Context c) {
this.context = c;
}
public ArrayList<Question> getJsonFromUrl(String url, String arrayName)
{
ArrayList<Question> arrayofQuestion = new ArrayList<>();
return arrayofQuestion;
}
// Processing question from JSon file in res > raw folder
public ArrayList<Question> parseQuestionJson(int rawJsonFileId, String arrayName) {
ArrayList<Question> questionList = new ArrayList<>();
String jsonstr = null;
try {
InputStream in = context.getResources().openRawResource(rawJsonFileId);
BufferedReader br = new BufferedReader(new InputStreamReader(in));
StringBuilder sb = new StringBuilder();
String line = null;
while ((line = br.readLine()) != null) {
sb.append(line + "\n");
}
jsonstr = sb.toString();
Log.d("REEEEADDD" + this.toString(), jsonstr);
//System.out.println(jsonstr);
} catch (Exception e) {
Log.e("Buffer Error", "Error converting result " + e.toString());
}
// If the JSON string is empty or null, then return early.
if (TextUtils.isEmpty(jsonstr)) {
return null;
}
try {
JSONObject jsonObject = new JSONObject(jsonstr);
JSONArray jsonArray = jsonObject.getJSONArray(arrayName);
JSONObject jobject;
for (int i = 0; i < jsonArray.length(); i++) {
// TEST
jobject = jsonArray.getJSONObject(i);
String ans = jobject.getString("correct_answer");
String graphic_name = jobject.getString("question_image");
String optionA = jobject.getString("optiona");
String optionB = jobject.getString("optionb");
String optionC = jobject.getString("optionc");
String optionD = jobject.getString("optiond");
String questionNo = jobject.getString("question_number");
String question = jobject.getString("question");
questionList.add(new Question(questionNo, graphic_name, question, optionA, optionB, optionC, optionD, ans));
Log.d("DDD" + this.toString(), String.valueOf(questionList.get(i)));
}
Log.i("ONE QUESTION", questionList.get(50).getQuestion());
} catch (Exception e) {
Log.e("JSON Parser", "Error parsing data " + e.toString());
}
return questionList;
}
}
So how can i parse it from firebase because initially, if a student chooses question and year i passes those value as parameter and use them for parsing. but in firebase now i have access to only root firebase name in the get reference e method
To access for example "correct_ans":"A" you would query your firebase like so:
your.firebase.domain/questions/English/English_2002/0/correct_ans
Notice that each level in the json object is represented by a / and the key you want to access whereas in case of an array you simple add the array index. JSON's simple structure also allows simple REST like access

j2me: Recommended way to display a considerable number of results

I want to ask you if you know of practical way to display data (maybe in tabular format) coming from a WebService.
I'm really new to j2me, I've just learned how to consume RESTful webservices, now I need to learn how show that data (which comes in json format) to the user.
Basically this is the code I use:
protected String jsonParse(String url) {
StringBuffer stringBuffer = new StringBuffer();
InputStream is = null;
HttpConnection hc = null;
System.out.println(url);
String Results = null;
try {
mProgressString.setText("Connecting...");
hc = (HttpConnection) Connector.open(url, Connector.READ);
hc.setRequestMethod(HttpConnection.GET);
hc.setRequestProperty("User-Agent", "Profile/MIDP-2.1 Configuration/CLDC-1.1");
if (hc.getResponseCode() == HttpConnection.HTTP_OK) {
is = hc.openInputStream();
int ch;
while ((ch = is.read()) != -1) {
stringBuffer.append((char) ch);
}
}
} catch (SecurityException se) {
System.out.println("Security Excepction: " + se);
} catch (NullPointerException npe) {
System.out.println("Null Pointer Excepction: " + npe);
} catch (IOException ioe) {
System.out.println("IO Exception" + ioe);
}
try {
hc.close();
is.close();
} catch (Exception e) {
System.out.println("Error in MostActivePareser Connection close:" + e);
e.printStackTrace();
}
String jsonData = stringBuffer.toString();
try {
JSONArray js = new JSONArray(jsonData);
System.out.println(js.length());
mProgressString.setText("Reading...");
String Results = "";
for (int i = 0; i < js.length(); i++) {
JSONObject jsObj = js.getJSONObject(i);
Results += "-----------------------------------\n";
Results += jsObj.getString("Name") + " \n";
Results += jsObj.getString("Phone") + " \n";
Results += jsObj.getString("Address");
}
} catch (JSONException e1) {
System.out.println("Json Data error:" + e1);
e1.printStackTrace();
} catch (NullPointerException e) {
System.out.println("null error:" + e);
}
return Results;
}
As you can see I only concatenating the results to then show it to the user.But surely there's gotta be better ways to that and here's where I need you help.
How would you display a typical json Array in j2me ?? How do you deal with limitations such as limited memory and small screen sizes when you have to work with a considerable number of results?
As always, any advice or resources you could provide would be greatly appreciated.
Thanks in advance.
P.S. This is the jar I used to work with json.
This link will definitely help you dealing with JSONArray.
To talk about memory limitation,you just try to clean up the resources/data structures that you don't need any more means about UI just keep instance of current screen alive (if possible) no need of other instances in stack.If your array contains many objects that you can't display at a one time (as can cause OOM like issues),then you can think of Pagination.
You can get better idea about Memory Optimization from this must see presentation.

C# - Emgu Cv - Face Recognition- Loading training sets of Faces saved to Access database as a binary in to EigenObjectRecognizer for Face recognition

I was having a hard time loading training set from Ms Access database in to the main form that does the Face Recognition. I saved the training sets with their names and ID in to the database as a binary data with an OLE Object format.The method i used to change, save and read the data from the database and in to the training sets is
private static byte[] ConvertImageToBytes(Image InputImage)
{
using (Bitmap BmpImage = new Bitmap(InputImage))
{
using (MemoryStream MyStream = new MemoryStream())
{
BmpImage.Save(MyStream, System.Drawing.Imaging.ImageFormat.Jpeg);
byte[] ImageAsBytes = MyStream.ToArray();
return ImageAsBytes;
}
}
}
The method that i use to store the converted byte data to the database is the following:
private void StoreData(byte[] ImageAsBytes,String NameStudent,String IDStudent)
{
if (DBConnection.State.Equals(ConnectionState.Closed))
DBConnection.Open();
try
{
//MessageBox.Show("Saving image at index : " + rowPosition);
using (OleDbCommand insert = new OleDbCommand(String.Format("Insert INTO
TrainingSet(rowPosition,StudentName,StudentID,StudentFace) values ('
{0}','{1}','{2}',#StudentFace)", rowPosition, NameStudent, IDStudent),
DBConnection))
{
OleDbParameter imageParameter = insert.Parameters.AddWithValue(#"StudentFace",
SqlDbType.Binary);
imageParameter.Value = ImageAsBytes;
imageParameter.Size = ImageAsBytes.Length;
int rowsAffected = insert.ExecuteNonQuery();
MessageBox.Show(String.Format("Data stored successfully in {0}
Row",rowsAffected));
}
rowPosition++;
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
MessageBox.Show(ex.Message);
}
finally
{
RefreshDBConnection();
}
}
The method that i use to Read this binary data is as follows:
private Image ReadImageFromDB()
{
Image FetchedImg;
if (rowNumber >= 0)
{
byte[] FetchedImgBytes = (byte[])LocalDataTable.Rows[rowNumber]["StudentFace"];
MemoryStream stream = new MemoryStream(FetchedImgBytes);
FetchedImg = Image.FromStream(stream);
return FetchedImg;
}
else
{
MessageBox.Show("There are no images in the database yet.Please reconnect
or add some pictures.");
return null;
}
}
I have successfully saved the training sets/images as a binary data in to the database.The problem is when i load these training sets for Recognition.
// Declaring the variables=====trainingImages is where the training sets are
// loaded from the database NameLabels and IDLabels are text in the database
// and where name and Id of subject
//is saved.
List<Image<Gray,byte>> trainingImages = new List<Image<Gray,byte>>();
List<string> NameLables= new List<string>();
List<string> IDLables = new List<string>();
int ContTrain, NumNameLabels,NumIDLabels, t;
//The training sets from the database are loaded in to the facerecognizer code as
// follows
public FaceRecognizer()
{
InitializeComponent();
try
{
//Load previous trained and labels for each image from the database Here
RefreshDBConnection();
String[] NameLabels = (String[])LocalDataTable.Rows[rowNumber]["StudentName"];
NumNameLabels = Convert.ToInt16(NameLabels[0]);
String[] IDLabels = (String[])LocalDataTable.Rows[rowNumber]["StudentID"];
NumIDLabels = Convert.ToInt16(IDLabels[0]);
if (NumNameLabels == NumIDLabels)
{
ContTrain = NumNameLabels;
string LoadFaces;
// Converting the master image to a bitmap
Image imageFromDB;
Bitmap imageChangedToBitmap;
// Normalizing it to grayscale
Image<Gray, Byte> normalizedMasterImage;
for (int tf = 1; tf < NumNameLabels + 1; tf++)
{
imageFromDB = ReadImageFromDB();
//image loaded from the database is converted in to Bitmap and then
//convert the bitmap image in to Image<Gray,byte> for input to
//EigenObjectRecognizer(,,,)
imageChangedToBitmap = new Bitmap(imageFromDB);
normalizedMasterImage = new Image<Gray, Byte>(imageChangedToBitmap);
LoadFaces = String.Format("face{0}.bmp", tf);
trainingImages.Add(normalizedMasterImage);
//trainingImages.Add(new Image<Gray, byte>());
NameLables.Add(NameLabels[tf]);
IDLables.Add(IDLabels[tf]);
rowNumber = rowNumber + 1;
}
}
else
MessageBox.Show("There's a conflict between Name labels and id labels");
}
catch (Exception e)
{
MessageBox.Show("Nothing in the database, please add at least a
face.Train the database","Triained faces load",MessageBoxButtons.OK,
MessageBoxIcon.Exclamation);
}
}
I am only getting the message in the catch when the the form loads even if there are faces saved in the database. I have used EigenObjectRecognizer and i will post the code if necessary.
at the part of loading face, you did not save by face1, face2, face3 etc. So you can not load using;
LoadFaces = String.Format("face{0}.bmp", tf);