Missing popup when hovering over FFT sink in gnuradio - wxwidgets

I've been watching Michael Ossmann's video guides on SDR on Great Scott Gadgets. In his videos, he hovers over the TTF sink which displays frequencies, power and TTF. If I do this on OS X, I don't get this yellow popup - besides the fact that my TTF sink looks differently.
Is this a setting in gnuradio, or might it be an OS X issue? I'm running gnuradio 3.7.9.1.
Screenshot from the video:
Screenshot from my application:
EDIT: It appears that installing pyopengl solves this, as WX is falling back to "something". Install it using pip install pyopengl and restart gnuradio.

I think WX fell back to the non-GL version. As Marcus said, this can have a lot of reasons. On OSX, I was, however, only missing python-opengl. Maybe that's also your problem.
I agree that we should switch to QT in the long run, but since there are still several WX projects around, it might be worth having a working installation.
(Couldn't comment since I don't have the required reputation.)

It's a bit hard to say what goes wrong with the graphical sink in your case.
However, what I'd propose:
Abandon the WX GUI sinks in favor of the Qt GUI sinks (you will have to change from WX to the QT build option in the option block, and replace your sinks with their QT equivalent). WX is barely still maintained, and might/will be removed from GNU Radio at some point – the QT GUI sinks are just more effective, more portable, and have cool features (try the middle-mouse-button menu!).
In case of a Frequency Plot, things would look something like:

Related

Glitches when using simple screen recorder on Arch Linux box

So i had been making video tutorials for my friends on how to program. On my old computer i had been all ways running simple screen recorder and it recorded fine. But recently i got a new computer. And so when i got a fresh install of arch linux on the box. I set up the environment with every thing i needed to make another video. When i downloaded simple screen recorder using yaourt, and started recording. I had recorded up to a two hour session with out knowing that it was glitching out. When i look at my computer i do not see the same issue as when the final product is done rendering. I think it might be a rendering error or i do not have the right codecs. After a hour or two searching on the web i could find no forum posts on the codec. I took in multiple things that could be wrong with it fps was my first choice but when i had recorded with 25 and even 50 fps it was still glitching out. The next idea i had was that i had the wrong codec H.264. But with searching i could find no solution to that one. Then i thought that i might have been encoding at to high of a speed (23). But still that proved me wrong. so now i am confused with how to get my answer.
Settings Screen shot:
Video Link:
https://www.youtube.com/watch?v=zfyIZiJCDa4
The glitches are often relate to the rendering backend of the window compositor you are using.
Solution 1 - Change the rendering backend of the window compositor
#thouliha reported having issues with compton. In my case I had glitches with openGL (2.0 & 3.1) and resolved the issue by switching to XRender for recording.
On KDE you easily change the rendering backend of the window compositor in the settings .
Solution 2 - Change the Tearing Prevention method
To keep using OpenGL, for example for better performance, you can also tweak the tearing prevention method.
In my case switching from Automatic to Never allowed me to record video with OpenGL compositor without glitches.
Solution 3 - Intel iGPU specific issues
Intel iGPU (Intel graphics) has some rendering issues with some CPUs.
You can check the Troubleshooting section of ArchLinux wiki to check those.
Example of features creating tearing or flickering related issues:
SNA
VSYNC
Panel Self Refresh (PSR)
Check also /etc/X11/xorg.conf.d/20-intel.conf if your system has put tweaks in here.
I'm not exactly sure what you mean by glitching out, especially since the video is down now, but I've found that the video is choppy when using compton, so I had to turn that off.

C++ ide to run on an embedded linux device

I am putting together a very simple device for developing C++ applications on the go. Something like a a psp, size wise, with a small keyboard to write code and LCD screen for the output. This device has also a DVI out, so I can output to screen too.
Now, I am looking for a very lightweight C++ IDE for X11 (the device runs on a Linux variant of OpenEmbedded); something that is able to work decently on both the DVI monitor but mainly on the small lcd screen (it is a 4.3 inch screen with a 480x272 resolution).
I am aware that anything under 1024x768 is just pure joy for pain lovers, but the device will be used only in particular situations; when a laptop/netbook is not feasible.
While using the DVI out, I have no problems running Gnome, the screen is big enough to allow me to work comfortably. the problem is that it won't scale very well on the 480x272 screen.
The first idea was to use nano and g++, without even loading X11, but I need to have something with code completion and a minimal UI to do the standard operations (build, run, debugging step by step, breakpoints), if possible. The memory is not that big (256 Mb), so the smaller the IDE, the better it is.
What would you suggest, other than the approach via text editor and g++ ? I am new to the embedded linux world, I use Eclipse on Ubuntu, but that one is incredibly huge and on such small device would just kill it. On Windows I would use Dev-C++, while on Mac I use either code:blocks or Xcode, but I don't really need all these features for the device.
Thanks in advance
I had the same problem, developing on an ODroid (http://hardkernel.com) running Linux on an ARM processor. For a while I used Netbeans, but it was too heavy, so I finally gave up and wrote my own open source IDE for the purpose.
https://github.com/amirgeva/coide

Is QML worth using for Embedded systems which run around 600MHz and no GPU?

Im planning to build a Embedded system which is almost like an organizer i.e. which handles contacts, games, applications & wifi/2G/3G for internet. I planned to build the UI with QML because of its easy to use and quick application building nature. And to have a linux kernel.
But after reading these articles:
http://qt-project.org/forums/viewthread/5820 &
http://en.roolz.org/Blog/Entries/2010/10/29_Qt_QML_on_embedded_devices.html
I am depressed and reconsidering my idea of using QML!
My hardware will be with these configurations : Processor around 600MHz, RAM 128MB and no GPU.
Please give comments on this and suggest me some alternatives for this.
Thanks in Advance.
inblueswithu
I have created a QML application for Nokia E63 which has 369MHz processor, 128MB RAM. I don't think it has a GPU. The application is a Stop Watch application. I have animated button click events like jumping (jumping balls). The animations are really smooth even when two button jumps at the same time. A 600MHz processor is expected to handle QML easily.
This is the link for the sis file http://store.ovi.com/content/184985. If you have a Nokia mobile you can test it.
May be you should consider building QML elements by hand instead of doing it from Photoshop or Gimp. For example using Item in the place of Rectangle will be optimal. So you can give it a try. May be by creating a rough sketch with good amount of animations to check whether you processor can handle that. Even if it don't work as expected then consider Qt to build your UI.
QML applications work fine on low-specs Nokia devices. I have made one for 5800 XPressMusic smartphone without any problems.

Getting started with image processing on Mac OS X

I recently moved from a PC to a MacBook Pro. I'm starting to go through tutorials on Objective-C and developing in Cocoa. I do a lot of image processing algorithm development work (pixel by pixel manipulation) in my day job so I'd like to get create a test image processing app or two for OS X. I'm struggling to figure out where to start - let's say I want to create a simple application (that I could reuse) like the following:
load an image from an open file option within a file menu
display this within the GUI.
Click a button to apply pixel by pixel processing
Update the displayed image
Save the processed image from the save option within the file menu
Any pointers or links would be most appreciated.
Thanks
Other info:
I'm pretty familiar with OpenCV within Linux - haven't looked at using it within Objective-C/Cocoa/Xcode environment yet though - not even sure if this would be a good idea?
I guess it would be nice to use GPU acceleration as well, but I'm not familiar with OpenGL/OpenCL - so I might have to put that one on the long finger for the moment.
As you are looking at the Apple platform, you should look into the CoreImage framework - it will provide you most of pre-baked cookies ready to be consumed in your application.
For more advanced purposes, you can start off with openCV.
Best of luck!!
As samfisher suggests, OpenCV is not that hard to get working on the Mac, and Core Image is a great Cocoa framework for doing GPU-accelerated image processing. I'm working on porting my GPUImage framework from iOS to the Mac, and it's entirely geared around making accelerated image processing easy to work with, but unfortunately that isn't working right now.
If you're just getting started on the Mac, one tool that I can point out which you might overlook is Quartz Composer. You have to download the separate Graphics Tools package from Apple's developer site to install Quartz Composer, because it's no longer shipped with Xcode.
Quartz Composer is a graphical development tool that lets you drag and drop modules, connect inputs and outputs, and do rapid development of some fairly interesting things. One task it's great for is doing rapid prototyping of image processing, either using Core Image or OpenGL shaders. I've even heard of people using OpenCV with this using custom patches. You can easily connect an image or camera source into a filter chain, then edit the filters and see live updates as you work on them, without requiring a compile-run cycle.
If you want some sample QC projects to play with, I have a couple of them linked from this article I wrote a couple of years ago. They both do the same color-based object tracking, with one using Core Image and the other OpenGL shaders. You can dig into that and play around to see how that works, without having to get too far into writing any code.

inteldrmfb api?

I have a kernel 2.6.31 booting from a USB stick using Intel 915 based KMS to get to graphics mode. It appears to be setting itself to the native resolution and its booting nicely into framebuffer console with a beautiful Tux logo!
Question is, how do I access the inteldrmfb? How do I get it into /dev? Will udev do this for me?
What is the API for programming the framebuffer directly?
Thanks,
FM
Try the directfb library?
edit:
The kernel API is documented in linux/Documentation/fb. See Documentation/fb/framebuffer.txt in the kernel git tree, for starters. Doesn't seem to have changed for a long time. Probably still accurate. Kernel<->user APIs tend to be stable.
http://www.linux-fbdev.org/HOWTO/index.html. May be useful, but it's probably not as useful as the kernel docs.
Probably, as you say, the library source would be the best reference on how to do things.
If you're not seeing /dev/fb0, even though you have the module loaded, then maybe you need to configure udev for it? Or just mknod yourself.