Book Image

Computer Vision with OpenCV 3 and Qt5

By : Amin Ahmadi Tazehkandi
4 (1)
Book Image

Computer Vision with OpenCV 3 and Qt5

4 (1)
By: Amin Ahmadi Tazehkandi

Overview of this book

Developers have been using OpenCV library to develop computer vision applications for a long time. However, they now need a more effective tool to get the job done and in a much better and modern way. Qt is one of the major frameworks available for this task at the moment. This book will teach you to develop applications with the combination of OpenCV 3 and Qt5, and how to create cross-platform computer vision applications. We’ll begin by introducing Qt, its IDE, and its SDK. Next you’ll learn how to use the OpenCV API to integrate both tools, and see how to configure Qt to use OpenCV. You’ll go on to build a full-fledged computer vision application throughout the book. Later, you’ll create a stunning UI application using the Qt widgets technology, where you’ll display the images after they are processed in an efficient way. At the end of the book, you’ll learn how to convert OpenCV Mat to Qt QImage. You’ll also see how to efficiently process images to filter them, transform them, detect or track objects as well as analyze video. You’ll become better at developing OpenCV applications.
Table of Contents (19 chapters)
Title Page
Dedication
Packt Upsell
Foreword
Contributors
Preface

Chapter 8. Multithreading

It wasn't a long time ago that computer programs were designed and built to run a series of instructions, one after another. In fact, this approach is so easy to understand and implement that, even today, we use the same approach to write scripts and simple programs that take care of the required tasks in a serial manner. However, over time and especially with the rise of more powerful processors, multitasking became the main issue. Computers were expected to perform more than one task at a time since they were quick enough to execute the instructions required by multiple programs and still had some free time. Of course, as time passed, even more complicated programs were written (games, graphical programs, and so on), and the processor had to fairly manage the time slice used by different programs so that all of them continued to operate correctly. Programs (or processes, to use the more suitable word in this context) were split into smaller pieces called threads...