void MLTCam::Acquire( PvDevice *aDevice, PvStream *aStream ) { // Get device parameters need to control streaming PvGenParameterArray *lDeviceParams = aDevice->GetParameters(); // Map the GenICam AcquisitionStart and AcquisitionStop commands PvGenCommand *lStart = dynamic_cast<PvGenCommand *>( lDeviceParams->Get( "AcquisitionStart" ) ); PvGenCommand *lStop = dynamic_cast<PvGenCommand *>( lDeviceParams->Get( "AcquisitionStop" ) ); // Get stream parameters PvGenParameterArray *lStreamParams = aStream->GetParameters(); // Map a few GenICam stream stats counters PvGenFloat *lFrameRate = dynamic_cast<PvGenFloat *>( lStreamParams->Get( "AcquisitionRate" ) ); PvGenFloat *lBandwidth = dynamic_cast<PvGenFloat *>( lStreamParams->Get( "Bandwidth" ) ); // Enable streaming and send the AcquisitionStart command //qDebug() << "Enabling streaming and sending AcquisitionStart command." << endl; aDevice->StreamEnable(); lStart->Execute(); char lDoodle[] = "|\\-|-/"; int lDoodleIndex = 0; double lFrameRateVal = 0.0; double lBandwidthVal = 0.0; timer = new QTimer; connect(timer, SIGNAL(timeout()), SLOT(WaitForExecution())); timer->start(100); // Abort all buffers from the stream and dequeue // cout << "Aborting buffers still in stream" << endl; // aStream->AbortQueuedBuffers(); // while ( aStream->GetQueuedBufferCount() > 0 ) // { // PvBuffer *lBuffer = NULL; // PvResult lOperationResult; // aStream->RetrieveBuffer( &lBuffer, &lOperationResult ); // } }
bool StartSlave() { // Let the user select the device to receive from PvString lDeviceIP; if ( !SelectDevice( lDeviceIP ) ) { return false; } // Create the PvStream object PvStream lStream; // Create the PvPipeline object PvPipeline lPipeline( &lStream ); // Create a PvPipeline event sink (used to trap buffer too small events) PipelineEventSink lPipelineEventSink; lPipeline.RegisterEventSink( &lPipelineEventSink ); // Open stream printf( "Opening stream\n" ); lStream.Open( lDeviceIP, "239.192.1.1", 1042 ); // IMPORTANT: the pipeline needs to be "armed", or started before // we instruct the device to send us images printf( "Starting pipeline\n" ); lPipeline.SetBufferCount( 16 ); lPipeline.Start(); // Get stream parameters/stats PvGenParameterArray *lStreamParams = lStream.GetParameters(); PvGenInteger *lCount = dynamic_cast<PvGenInteger *>( lStreamParams->Get( "ImagesCount" ) ); PvGenFloat *lFrameRate = dynamic_cast<PvGenFloat *>( lStreamParams->Get( "AcquisitionRateAverage" ) ); PvGenFloat *lBandwidth = dynamic_cast<PvGenFloat *>( lStreamParams->Get( "BandwidthAverage" ) ); PvGenBoolean *lIgnoreMissingPackets = dynamic_cast<PvGenBoolean *>( lStreamParams->Get( "IgnoreMissingPackets" ) ); // Disabling resend packets lIgnoreMissingPackets->SetValue( true ); char lDoodle[] = "|\\-|-/"; int lDoodleIndex = 0; PvInt64 lImageCountVal = 0; double lFrameRateVal = 0.0; double lBandwidthVal = 0.0; // Acquire images until the user instructs us to stop printf( "\n<press a key to stop receiving>\n" ); while ( !PvKbHit() ) { // Retrieve next buffer PvBuffer *lBuffer = NULL; PvResult lOperationResult; PvResult lResult = lPipeline.RetrieveNextBuffer( &lBuffer, 1000, &lOperationResult ); if ( lResult.IsOK() ) { if (lOperationResult.IsOK()) { // // We now have a valid buffer. This is where you would typically process the buffer. // ----------------------------------------------------------------------------------------- // ... lCount->GetValue( lImageCountVal ); lFrameRate->GetValue( lFrameRateVal ); lBandwidth->GetValue( lBandwidthVal ); // If the buffer contains an image, display width and height PvUInt32 lWidth = 0, lHeight = 0; if ( lBuffer->GetPayloadType() == PvPayloadTypeImage ) { // Get image specific buffer interface PvImage *lImage = lBuffer->GetImage(); // Read width, height lWidth = lBuffer->GetImage()->GetWidth(); lHeight = lBuffer->GetImage()->GetHeight(); } printf( "%c BlockID: %016llX W: %i H: %i %.01f FPS %.01f Mb/s\r", lDoodle[ lDoodleIndex ], lBuffer->GetBlockID(), lWidth, lHeight, lFrameRateVal, lBandwidthVal / 1000000.0 ); } // We have an image - do some processing (...) and VERY IMPORTANT, // release the buffer back to the pipeline lPipeline.ReleaseBuffer( lBuffer ); } else { // Timeout printf( "%c Timeout\r", lDoodle[ lDoodleIndex ] ); } ++lDoodleIndex %= 6; } PvGetChar(); // Flush key buffer for next stop printf( "\n\n" ); // We stop the pipeline - letting the object lapse out of // scope would have had the destructor do the same, but we do it anyway printf( "Stop pipeline\n" ); lPipeline.Stop(); // Now close the stream. Also optionnal but nice to have printf( "Closing stream\n" ); lStream.Close(); // Unregister pipeline event sink. Optional but nice to have. lPipeline.UnregisterEventSink( &lPipelineEventSink ); return true; }