- Xcode 11.4.1
- Swift 5
- iOS 13.4.1
参考にしたサイト
SceneDelegate.swift
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
//guard let _ = (scene as? UIWindowScene) else { return }
guard let windowScene = (scene as? UIWindowScene) else { return }
let window = UIWindow(windowScene: windowScene)
self.window = window
window.rootViewController = ViewController(nibName: nil, bundle: nil)
window.makeKeyAndVisible()
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
}
UIButtonの場合
import UIKit
import AVFoundation
import Vision
class ViewController: UIViewController, AVCaptureVideoDataOutputSampleBufferDelegate {
let label: UILabel = {
let label = UILabel()
label.textColor = .white
label.translatesAutoresizingMaskIntoConstraints = false
label.text = "Label"
label.font = label.font.withSize(30)
return label
}()
override func viewDidLoad() {
// call the parent function
super.viewDidLoad()
// establish the capture session and add the label
setupCaptureSession()
view.addSubview(label)
setupLabel()
}
override func didReceiveMemoryWarning() {
// call the parent function
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func setupCaptureSession() {
// create a new capture session
let captureSession = AVCaptureSession()
// find the available cameras
let availableDevices = AVCaptureDevice.DiscoverySession(deviceTypes: [.builtInWideAngleCamera], mediaType: AVMediaType.video, position: .back).devices
do {
// select a camera
if let captureDevice = availableDevices.first {
captureSession.addInput(try AVCaptureDeviceInput(device: captureDevice))
}
} catch {
// print an error if the camera is not available
print(error.localizedDescription)
}
// setup the video output to the screen and add output to our capture session
let captureOutput = AVCaptureVideoDataOutput()
captureSession.addOutput(captureOutput)
let previewLayer = AVCaptureVideoPreviewLayer(session: captureSession)
previewLayer.frame = view.frame
view.layer.addSublayer(previewLayer)
// buffer the video and start the capture session
captureOutput.setSampleBufferDelegate(self, queue: DispatchQueue(label: "videoQueue"))
captureSession.startRunning()
}
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
// load our CoreML Pokedex model
guard let model = try? VNCoreMLModel(for: MobileNetV2().model) else { return }
// run an inference with CoreML
let request = VNCoreMLRequest(model: model) { (finishedRequest, error) in
// grab the inference results
guard let results = finishedRequest.results as? [VNClassificationObservation] else { return }
// grab the highest confidence result
guard let Observation = results.first else { return }
// create the label text components
let predclass = "\(Observation.identifier)"
let predconfidence = String(format: "%.02f%", Observation.confidence * 100)
// set the label text
DispatchQueue.main.async(execute: {
self.label.text = "\(predclass) \(predconfidence)"
})
}
// create a Core Video pixel buffer which is an image buffer that holds pixels in main memory
// Applications generating frames, compressing or decompressing video, or using Core Image
// can all make use of Core Video pixel buffers
guard let pixelBuffer: CVPixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return }
// execute the request
try? VNImageRequestHandler(cvPixelBuffer: pixelBuffer, options: [:]).perform([request])
}
func setupLabel() {
// constrain the label in the center
label.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
// constrain the the label to 50 pixels from the bottom
label.bottomAnchor.constraint(equalTo: view.bottomAnchor, constant: -50).isActive = true
}
}
0 件のコメント:
コメントを投稿