SimplePhoto version 1.0.0

simplephoto-150x150Finally, after almost a year battling away with wxWidgets, GraphicsMagick, gcc, Visual Studio, CppUnitLite, … I finally get to release version 1.0.0 of SimplePhoto.

SimplePhoto is a batch processing application for images. For the time being it allows image format, image dimensions and groupings.

My main focus for this application was to make it’s memory footprint as little as possible. It’s been implemented in C++ and on Windows it takes around 5MB of memory when running. There are still loads of features to implement but I really wanted to get this out there ASAP. Next step is to open source it (probably hosting it at code.google.com).

Have fun!

Finding magic.mgk in a deployed Mac app

After a lot of frustration I decided that the best way to have GraphicsMagick/ImageMagick finding the required magic.mgk file inside YourApp.app/Contents/Resources is to patch the image library code.

The change is quite trivial and I’ve pasted the diff below. This patch was applied to GraphicsMagick version 1.3.7. Basically it uses the path provided via magick::InitializeMagick(“executable/path”) to find Contents/Resources. Have fun!!!

diff -r 152043af6bf4 magick/blob.c
--- a/magick/blob.c	Wed Nov 18 00:05:49 2009 +0000
+++ b/magick/blob.c	Wed Nov 18 00:29:25 2009 +0000
@@ -1741,6 +1741,18 @@
 #endif /* !defined(UseInstalledMagick) */
 
 
+
+  {
+		// ruibm added
+		
+		char buffer[2048];
+		sprintf(buffer, "%s/../Resources/", GetClientPath());
+		// printf("Adding [%s] to the search path.n", buffer);
+		AddConfigurePath(path_map,&path_index,buffer,exception);
+  }
+
+
+
   path_map_iterator=MagickMapAllocateIterator(path_map);
 
   if (logging)

Mac Application Deployment – dylib

Lately I’ve been battling away with the Mach-O binary file format. I am trying to create a Mac version of an application that depends on dylibs provided by wxWidgets and GraphicsMagick. I started this quest by finding out the hard way that mac binaries (libs and applications) store the path to their dylib dependencies in the binary itself. As you can imagine this is a big hassle for app deployment as you force every user wanting to install the app to have the same exact /usr/lib and /opt/local/lib as your machines does.

After a bit of scavenging in forums I found out that otool allows you to print the list of dependencies of a binary and that install_name_tool allows you to change them. Bearing this in mind I now wanted the simplest way I could get to change the list of dependencies both in my binary and inside all of its dependency dylibs. I ended up writing the python script below for this.

#!/usr/bin/python
# 
# Uses otool and install_name_tool to change a given path in the list of 
# dylib dependencies to another (hopefully relative) path to ease deployment.
# If this is applied to dylib files it will also change their ID.
#
# Author: Rui Barbosa Martins (ruibm@ruibm.com)

import os.path
import re
import subprocess
import sys

def RunCmd(cmd):
	obj = subprocess.Popen(cmd, shell=True, bufsize=42000, stdout=subprocess.PIPE)
	out = ""
	while (True) :
		content = obj.stdout.read()
		if content:
			out += content
		else:
			break
	ret_code = obj.wait()
	if ret_code == 0:
		return out
	else:
		return None
	
	
def GetDependencies(file):
	cmd = "otool -L " + file
	output = RunCmd(cmd)
	if not output:
		raise Exception("Problem running otool. [%s]" % (cmd))
	output = output.split("n")
	deps = list()
	for line in output:
		m = re.match("(.*)\(compatibility version.*", line);		
		if not m:
			continue
		dylib = m.group(1).strip()
		deps.append(dylib)
	return deps

	
def ChangeDependecies(file, dependencies, replaceFrom, replaceTo):
	print "Changing dependencies in %s" % (file)
	fname = os.path.basename(file)
	for d in dependencies:
		if not replaceFrom in d:
			continue
		
		new = d.replace(replaceFrom, replaceTo)
		if fname == os.path.basename(d):
			cmd = "install_name_tool -id %s %s" % (new, file)
			print "ID: %s -> %s" % (d, new)
		else:			
			cmd = "install_name_tool -change %s %s %s" % (d, new, file)
			print "Change: %s -> %s" % (d, new)
		RunCmd(cmd)
		

def main(argv) :
	if len(argv) != 4:
		print "Usage: %s [file] [replaceFrom] [replaceTo]" % (argv[0])
	file = argv[1]
	replaceFrom = argv[2]
	replaceTo = argv[3]
	deps = GetDependencies(file)
	ChangeDependecies(file, deps, replaceFrom, replaceTo)

if __name__ == "__main__":
	main(sys.argv)
	

OpenGL ES 1.0 on Android – Triangle Example

Android LogoSince I spent quite a few hours trying to get my first OpenGL ES triangle on the Android phone’s screen I thought I should share the code with everyone to ease a bit the pain. Hopefully this will help someone get going on Android.


MainActivity.java

package com.ruibm;

import android.app.Activity;
import android.graphics.PointF;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;

public class MainActivity extends Activity {

  private PointF touchStart;
  private GLSurfaceView glSurfaceView;
  private TriangleRenderer renderer;

  @Override
  protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    touchStart = new PointF();
    glSurfaceView = new GLSurfaceView(this);
    renderer = new TriangleRenderer();
    glSurfaceView.setRenderer(renderer);
    setContentView(glSurfaceView);
  }

  @Override
  protected void onResume() {
    super.onResume();
    glSurfaceView.onResume();
  }

  @Override
  protected void onPause() {
    super.onPause();
    glSurfaceView.onPause();
  }

  @Override
  public boolean onTouchEvent(MotionEvent event) {
    switch (event.getAction()) {
      case MotionEvent.ACTION_MOVE:
        renderer.move(event.getX() - touchStart.x, touchStart.y - event.getY());
        touchStart.set(event.getX(), event.getY());
        glSurfaceView.requestRender();
        return true;

      case MotionEvent.ACTION_DOWN:
        touchStart.set(event.getX(), event.getY());
        return true;

      default:
        return super.onTouchEvent(event);
    }
  }

  @Override
  public boolean onKeyDown(int keyCode, KeyEvent event) {
    switch (keyCode) {
      case KeyEvent.KEYCODE_DPAD_UP:
        renderer.move(0, 1);
        glSurfaceView.requestRender();
        return true;

      case KeyEvent.KEYCODE_DPAD_DOWN:
        renderer.move(0, -1);
        glSurfaceView.requestRender();
        return true;

      case KeyEvent.KEYCODE_DPAD_LEFT:
        renderer.move(-1, 0);
        glSurfaceView.requestRender();
        return true;

      case KeyEvent.KEYCODE_DPAD_RIGHT:
        renderer.move(1, 0);
        glSurfaceView.requestRender();
        return true;

      default:
        return super.onKeyDown(keyCode, event);
    }
  }
}

TriangleRenderer.java

package com.ruibm;

import java.nio.ShortBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.graphics.PointF;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;

public class TriangleRenderer implements Renderer {
  
  private PointF surfaceSize;
  private PointF offset;
  private ShortBuffer triangleBuffer;
  
  public TriangleRenderer() {
    surfaceSize = new PointF();
    offset = new PointF();
  }

  public void onSurfaceCreated(GL10 gl, EGLConfig config) {
  }
  
  public void onSurfaceChanged(GL10 gl, int width, int height) {
    surfaceSize.set(width, height);

    // Create our triangle.
    final int div = 1;
    short[] triangles = { 
        0, 0, 0,
        0, (short) (surfaceSize.y / div), 0,
        (short) (surfaceSize.x / div), (short) (surfaceSize.y / div), 0,
    };    
    triangleBuffer = ShortBuffer.wrap(triangles);
    
    // Disable a few things we are not going to use.
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_BUFFER_BIT);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glClearColor(.5f, .5f, .8f, 1.f);
    gl.glShadeModel(GL10.GL_SMOOTH);
    
    float ratio = surfaceSize.x / surfaceSize.y;
    gl.glViewport(0, 0, (int) surfaceSize.x, (int) surfaceSize.y);
            
    // Set our field of view.
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glFrustumf(
        -surfaceSize.x / 2, surfaceSize.x / 2, 
        -surfaceSize.y / 2, surfaceSize.y / 2,
        1, 3);
    
    // Position the camera at (0, 0, -2) looking down the -z axis.
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();
    // Points rendered to z=0 will be exactly at the frustum's 
    // (farZ - nearZ) / 2 so the actual dimension of the triangle should be
    // half
    gl.glTranslatef(0, 0, -2);
  }

  public void onDrawFrame(GL10 gl) {    
    gl.glPushMatrix();
    
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glTranslatef(offset.x, offset.y, 0);
    
    gl.glColor4f(1.0f, 0.3f, 0.0f, .5f);    
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3, GL10.GL_SHORT, 0, triangleBuffer);
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);    
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    
    gl.glPopMatrix();
  }

  public void move(float xDelta, float yDelta) {
    offset.x += xDelta;
    offset.y += yDelta;
    Log.d("TriangleRenderer", "offset=[" + offset.x + " ," + offset.y + "]");
  }
}

Windows Vista Activation

Windows Vista UltimateMicrosoft’s effort to force customers to pirate their software never ceases to astonish me. I have lately been trying Parallels versus VMWare Fusion on my Mac with my purchased version of Windows Vista Ultimate. I know some people will point out that I’d be better off by burning it down altogether but I have nothing against Windows users and I’d like to be able to compile my applications for their system.

That being said, it seems that using Parallels and VMware Fusion causes the platform detection system quite a headache. It has by now decided that I have Windows installed in several machines therefore I’m not entitled to use it anymore… I must say that at this point it’s a similar effort to go through Microsoft telephone service or just get a cracked key. Being in a good mood and all I decided I’d give Microsoft dudes a chance and made the phone call.

First thing I need to point out is that if you thought having to manually copy the serial key to the Windows installation dialog was hard enough, then you haven’t seen anything. Microsoft telephone activation service presents itself as a total of 48 digits you need to dial in to the phone just to get back another bundle of freshly baked 48 digits. If my math does not betray me this is a total of 96 digits that Microsoft expects you to copy flawlessly in order to prove yourself worthy of running a fully activated Windows Vista system. After spending 15min on the phone I believe that even my girlfriend started getting jealous of this woman voice that seemed to be bonding so well with me with so many numbers being dictated back and forth.

Eitherway, I’m quite glad to say that it all worked and I have now a VMware Fusion Windows Vista image that is actually activated. I’m now not so impressed with the 30GB it seems to already be taking even though I installed the smallest Windows footprint possible with Visual Studio. I guess I’ll leave this rant for another post. Taaa!