Using OpenCV on iPhone

本文介绍如何在iOS应用中集成OpenCV计算机视觉库,包括构建脚本、演示应用程序及UIImage与IplImage之间的转换方法。
Posted by Yoshimasa Niwa on 03/14, 2009

OpenCV is a library of computer vision developed by Intel, we can easily detect faces using this library for example. I’d note how to use it with iOS SDK, including the building scripts and a demo application. Here I attached screen shots from the demo applications.

Support Latest OpenCV and iOS SDK

Updated the project, support OpenCV 2.2.0, iOS SDK 4.3, Xcode 4 (Updated 04/17/2011.)

Getting Started

All source codes and resources are opened and you can get them from my github repository. It includes pre-compiled OpenCV libraries and headers so that you can easily start to test it. If you already have git command, just clone whole repository from github. If not, just take it by zip or tar from download link on github and inflate it.

% git clone git://github.com/niw/iphone_opencv_test.git

After getting source codes, open OpenCVTest.xcodeproj with Xcode, then build it. You will get a demo application on both iPhone Simulator and iPhone device.

Building OpenCV library from source code

You can also make OpenCV library from source code using cross environment compile with gcc. I added some support script so that you can easy to do so. The important point is that iOS SDK doesn’t support dynamic link like “.framework”. We have to make it as static link library and link it to your application statically.

  1. Building OpenCV requiers CMake. You can easily install it by using Homebrew orMacPorts.

    # Using Homebrew
    % brew install cmake
    # Using MacPorts
    % sudo port install cmake -gui
    

    If you’ve already installed recent Java update, you may be asked to installjavadeveloper_10.6_10m3261.dmg. This is weird but cmake needs jni.h which is removed from recent Java update, you can download it from here for Mac OS X 10.6 which may require you to subscribe Apple Developer Connection. Yes, Apple is now going to deprecate Java on MacOS X(Updated 10/30/2010).

  2. Getting source code from sourceforge. I tested with OpenCV-2.2.0.tar.bz2.

  3. Extract downloaded archive on the top of demo project directory

    % tar xjvf OpenCV-2.2.0.tar.bz2
    
  4. Apply patch for iOS SDK

    % cd OpenCV-2.2.0
    % patch -p1 < ../OpenCV-2.2.0.patch
    
  5. Following next steps to build OpenCV static library for simulator. All files are installed intoopencv_simulator directory. When running make command, you’ve better assign -j option and number according to number of your CPU cores. Without -j option, it takes a long time.

    % cd .. # Back to the top of demo project directory.
    % mkdir build_simulator
    % cd build_simulator
    % ../opencv_cmake.sh Simulator ../OpenCV-2.2.0
    % make -j 4
    % make install
    
  6. Following next steps to build OpenCV static library for device All files are installed intoopencv_device directory.

    % cd .. # Back to the top of demo project directory.
    % mkdir build_device
    % cd build_device
    % ../opencv_cmake.sh Device ../OpenCV-2.2.0
    % make -j 4
    % make install
    

Build support script

Build support script opencv_cmake.sh has some options to build OpenCV with iOS SDK. Try --helpoption to get the all options of it.

Converting images between UIImage and IplImage

OpenCV is using IplImage structure for processing, and iOS SDK using UIImage object to display it on the screen. This means, we need a converter between UIImage and IplImage. Thankfully, we can do with iOS SDK APIs.

Creating IplImage from UIImage is like this.

// NOTE you SHOULD cvReleaseImage() for the return value when end of the code.
- (IplImage *)CreateIplImageFromUIImage:(UIImage *)image {
  // Getting CGImage from UIImage
  CGImageRef imageRef = image.CGImage;

  CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
  // Creating temporal IplImage for drawing
  IplImage *iplimage = cvCreateImage(
    cvSize(image.size.width,image.size.height), IPL_DEPTH_8U, 4
  );
  // Creating CGContext for temporal IplImage
  CGContextRef contextRef = CGBitmapContextCreate(
    iplimage->imageData, iplimage->width, iplimage->height,
    iplimage->depth, iplimage->widthStep,
    colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault
  );
  // Drawing CGImage to CGContext
  CGContextDrawImage(
    contextRef,
    CGRectMake(0, 0, image.size.width, image.size.height),
    imageRef
  );
  CGContextRelease(contextRef);
  CGColorSpaceRelease(colorSpace);

  // Creating result IplImage
  IplImage *ret = cvCreateImage(cvGetSize(iplimage), IPL_DEPTH_8U, 3);
  cvCvtColor(iplimage, ret, CV_RGBA2BGR);
  cvReleaseImage(&iplimage);

  return ret;
}

Don’t forget release IplImage after using it by cvReleaseImage!

And creating UIImage from IplImage is like this.

// NOTE You should convert color mode as RGB before passing to this function
- (UIImage *)UIImageFromIplImage:(IplImage *)image {
  CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
  // Allocating the buffer for CGImage
  NSData *data =
    [NSData dataWithBytes:image->imageData length:image->imageSize];
  CGDataProviderRef provider =
    CGDataProviderCreateWithCFData((CFDataRef)data);
  // Creating CGImage from chunk of IplImage
  CGImageRef imageRef = CGImageCreate(
    image->width, image->height,
    image->depth, image->depth * image->nChannels, image->widthStep,
    colorSpace, kCGImageAlphaNone|kCGBitmapByteOrderDefault,
    provider, NULL, false, kCGRenderingIntentDefault
  );
  // Getting UIImage from CGImage
  UIImage *ret = [UIImage imageWithCGImage:imageRef];
  CGImageRelease(imageRef);
  CGDataProviderRelease(provider);
  CGColorSpaceRelease(colorSpace);
  return ret;
}

Ok, now you can enjoy with OpenCV with iPhone!

Using OpenCV library in your own project

The demo application which you can download from my repository is well configured to use these libraries. If you wanted to use OpenCV libraries on your own project, you should need to adding next configurations on it. You can see these settings on the Xcode project of this demo application.

  • Add libopencv_core.a etc, from OpenCV lib directory for either simulators or devices. Actually Xcode doesn’t care which one is for devices or simulators at this point because it is selected by the library search path.
  • Add Accelerate.framework which is used internally from OpenCV library.
  • Select your active build target, then open the build tab in the info panel by Get Info menu.
    • Add -lstdc++ and -lz to Other Linker Flags
    • Add libz.dylib to your project.
    • Add path to OpenCV include directory to Header Search Paths for both simulators and devices.
    • Add path to OpenCV lib directory to Library Search Paths for both simulators and devices.

Change Log

  • 04/17/2011 - Support OpenCV 2.2.0 + iOS SDK 4.3 + Xcode 4, Thank you for all your comments!
  • 10/30/2010 - Updates for recent changes on the repository and the development environment, Thank you for your comments!
  • 08/22/2010 - Support OpenCV 2.1.0 + iOS SDK 4.0
  • 12/21/2009 - Support Snow Leopard + iPhone SDK 3.1.2, Thank you Hyon!
  • 11/15/2009 - Support OpenCV 2.0.0 + iPhone SDK 3.x
  • 03/14/2009 - Release this project with OpenCV 1.0.0 + iPhone SDK 2.x
[app] # (str) Title of your application title = Send Photo Email App # (str) Package name package.name = com.example.sendphotoemail # (str) Package domain (needed for android/ios packaging) package.domain = com.example # (str) Source code where the main.py live source.dir = . # (list) Source files to include (let empty to include all the files) source.include_exts = py,png,jpg,kv,atlas # (list) List of inclusions using pattern matching #source.include_patterns = assets/*,images/*.png # (list) Source files to exclude (let empty to not exclude anything) #source.exclude_exts = spec a # (list) List of directory to exclude (let empty to not exclude anything) #source.exclude_dirs = tests, bin, venv # (list) List of exclusions using pattern matching # Do not prefix with './' #source.exclude_patterns = license,images/*/*.jpg # (str) Application versioning (method 1) version = 0.1 # (str) Application versioning (method 2) # version.regex = __version__ = ['"](.*)['"] # version.filename = %(source.dir)s/main.py # (list) Application requirements # comma separated e.g. requirements = sqlite3,kivy requirements = python3,kivy,opencv-python # (str) Custom source folders for requirements # Sets custom source for any requirements with recipes # requirements.source.kivy = ../../kivy # (str) Presplash of the application #presplash.filename = %(source.dir)s/data/presplash.png # (str) Icon of the application #icon.filename = %(source.dir)s/data/icon.png # (list) Supported orientations # Valid options are: landscape, portrait, portrait-reverse or landscape-reverse orientation = portrait # (list) List of service to declare #services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY # # OSX Specific # # # author = © Copyright Info # change the major version of python used by the app osx.python_version = 3 # Kivy version to use osx.kivy_version = 1.9.1 # # Android specific # # (bool) Indicate if the application should be fullscreen or not fullscreen = 0 # (string) Presplash background color (for android toolchain) # Supported formats are: #RRGGBB #AARRGGBB or one of the following names: # red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray, # darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy, # olive, purple, silver, teal. #android.presplash_color = #FFFFFF # (string) Presplash animation using Lottie format. # see https://lottiefiles.com/ for examples and https://airbnb.design/lottie/ # for general documentation. # Lottie files can be created using various tools, like Adobe After Effect or Synfig. #android.presplash_lottie = "path/to/lottie/file.json" # (str) Adaptive icon of the application (used if Android API level is 26+ at runtime) #icon.adaptive_foreground.filename = %(source.dir)s/data/icon_fg.png #icon.adaptive_background.filename = %(source.dir)s/data/icon_bg.png # (list) Permissions # (See https://python-for-android.readthedocs.io/en/latest/buildoptions/#build-options-1 for all the supported syntaxes and properties) #android.permissions = android.permission.INTERNET, (name=android.permission.WRITE_EXTERNAL_STORAGE;maxSdkVersion=18),CAMERA # (list) features (adds uses-feature -tags to manifest) #android.features = android.hardware.usb.host # (int) Target Android API, should be as high as possible. #android.api = 31 # (int) Minimum API your APK / AAB will support. #android.minapi = 21 # (int) Android SDK version to use #android.sdk = 20 # (str) Android NDK version to use #android.ndk = 23b # (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi. #android.ndk_api = 21 # (bool) Use --private data storage (True) or --dir public storage (False) #android.private_storage = True # (str) Android NDK directory (if empty, it will be automatically downloaded.) #android.ndk_path = # (str) Android SDK directory (if empty, it will be automatically downloaded.) #android.sdk_path = # (str) ANT directory (if empty, it will be automatically downloaded.) #android.ant_path = # (bool) If True, then skip trying to update the Android sdk # This can be useful to avoid excess Internet downloads or save time # when an update is due and you just want to test/build your package # android.skip_update = False # (bool) If True, then automatically accept SDK license # agreements. This is intended for automation only. If set to False, # the default, you will be shown the license when first running # buildozer. # android.accept_sdk_license = False # (str) Android entry point, default is ok for Kivy-based app #android.entrypoint = org.kivy.android.PythonActivity # (str) Full name including package path of the Java class that implements Android Activity # use that parameter together with android.entrypoint to set custom Java class instead of PythonActivity #android.activity_class_name = org.kivy.android.PythonActivity # (str) Extra xml to write directly inside the <manifest> element of AndroidManifest.xml # use that parameter to provide a filename from where to load your custom XML code #android.extra_manifest_xml = ./src/android/extra_manifest.xml # (str) Extra xml to write directly inside the <manifest><application> tag of AndroidManifest.xml # use that parameter to provide a filename from where to load your custom XML arguments: #android.extra_manifest_application_arguments = ./src/android/extra_manifest_application_arguments.xml # (str) Full name including package path of the Java class that implements Python Service # use that parameter to set custom Java class which extends PythonService #android.service_class_name = org.kivy.android.PythonService # (str) Android app theme, default is ok for Kivy-based app # android.apptheme = "@android:style/Theme.NoTitleBar" # (list) Pattern to whitelist for the whole project #android.whitelist = # (str) Path to a custom whitelist file #android.whitelist_src = # (str) Path to a custom blacklist file #android.blacklist_src = # (list) List of Java .jar files to add to the libs so that pyjnius can access # their classes. Don't add jars that you do not need, since extra jars can slow # down the build process. Allows wildcards matching, for example: # OUYA-ODK/libs/*.jar #android.add_jars = foo.jar,bar.jar,path/to/more/*.jar # (list) List of Java files to add to the android project (can be java or a # directory containing the files) #android.add_src = # (list) Android AAR archives to add #android.add_aars = # (list) Put these files or directories in the apk assets directory. # Either form may be used, and assets need not be in 'source.include_exts'. # 1) android.add_assets = source_asset_relative_path # 2) android.add_assets = source_asset_path:destination_asset_relative_path #android.add_assets = # (list) Put these files or directories in the apk res directory. # The option may be used in three ways, the value may contain one or zero ':' # Some examples: # 1) A file to add to resources, legal resource names contain ['a-z','0-9','_'] # android.add_resources = my_icons/all-inclusive.png:drawable/all_inclusive.png # 2) A directory, here 'legal_icons' must contain resources of one kind # android.add_resources = legal_icons:drawable # 3) A directory, here 'legal_resources' must contain one or more directories, # each of a resource kind: drawable, xml, etc... # android.add_resources = legal_resources #android.add_resources = # (list) Gradle dependencies to add #android.gradle_dependencies = # (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies' # contains an 'androidx' package, or any package from Kotlin source. # android.enable_androidx requires android.api >= 28 #android.enable_androidx = True # (list) add java compile options # this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option # see https://developer.android.com/studio/write/java8-support for further information # android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8" # (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies} # please enclose in double quotes # e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }" #android.add_gradle_repositories = # (list) packaging options to add # see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html # can be necessary to solve conflicts in gradle_dependencies # please enclose in double quotes # e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'" #android.add_packaging_options = # (list) Java classes to add as activities to the manifest. #android.add_activities = com.example.ExampleActivity # (str) OUYA Console category. Should be one of GAME or APP # If you leave this blank, OUYA support will not be enabled #android.ouya.category = GAME # (str) Filename of OUYA Console icon. It must be a 732x412 png image. #android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png # (str) XML file to include as an intent filters in <activity> tag #android.manifest.intent_filters = # (list) Copy these files to src/main/res/xml/ (used for example with intent-filters) #android.res_xml = PATH_TO_FILE, # (str) launchMode to set for the main activity #android.manifest.launch_mode = standard # (str) screenOrientation to set for the main activity. # Valid values can be found at https://developer.android.com/guide/topics/manifest/activity-element #android.manifest.orientation = fullSensor # (list) Android additional libraries to copy into libs/armeabi #android.add_libs_armeabi = libs/android/*.so #android.add_libs_armeabi_v7a = libs/android-v7/*.so #android.add_libs_arm64_v8a = libs/android-v8/*.so #android.add_libs_x86 = libs/android-x86/*.so #android.add_libs_mips = libs/android-mips/*.so # (bool) Indicate whether the screen should stay on # Don't forget to add the WAKE_LOCK permission if you set this to True #android.wakelock = False # (list) Android application meta-data to set (key=value format) #android.meta_data = # (list) Android library project to add (will be added in the # project.properties automatically.) #android.library_references = # (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag #android.uses_library = # (str) Android logcat filters to use #android.logcat_filters = *:S python:D # (bool) Android logcat only display log for activity's pid #android.logcat_pid_only = False # (str) Android additional adb arguments #android.adb_args = -H host.docker.internal # (bool) Copy library instead of making a libpymodules.so #android.copy_libs = 1 # (list) The Android archs to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64 # In past, was `android.arch` as we weren't supporting builds for multiple archs at the same time. android.archs = arm64-v8a, armeabi-v7a # (int) overrides automatic versionCode computation (used in build.gradle) # this is not the same as app version and should only be edited if you know what you're doing # android.numeric_version = 1 # (bool) enables Android auto backup feature (Android API >=23) android.allow_backup = True # (str) XML file for custom backup rules (see official auto backup documentation) # android.backup_rules = # (str) If you need to insert variables into your AndroidManifest.xml file, # you can do so with the manifestPlaceholders property. # This property takes a map of key-value pairs. (via a string) # Usage example : android.manifest_placeholders = [myCustomUrl:\"org.kivy.customurl\"] # android.manifest_placeholders = [:] # (bool) Skip byte compile for .py files # android.no-byte-compile-python = False # (str) The format used to package the app for release mode (aab or apk or aar). # android.release_artifact = aab # (str) The format used to package the app for debug mode (apk or aar). # android.debug_artifact = apk # # Python for android (p4a) specific # # (str) python-for-android URL to use for checkout #p4a.url = # (str) python-for-android fork to use in case if p4a.url is not specified, defaults to upstream (kivy) #p4a.fork = kivy # (str) python-for-android branch to use, defaults to master #p4a.branch = master # (str) python-for-android specific commit to use, defaults to HEAD, must be within p4a.branch #p4a.commit = HEAD # (str) python-for-android git clone directory (if empty, it will be automatically cloned from github) #p4a.source_dir = # (str) The directory in which python-for-android should look for your own build recipes (if any) #p4a.local_recipes = # (str) Filename to the hook for p4a #p4a.hook = # (str) Bootstrap to use for android builds # p4a.bootstrap = sdl2 # (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask) #p4a.port = # Control passing the --use-setup-py vs --ignore-setup-py to p4a # "in the future" --use-setup-py is going to be the default behaviour in p4a, right now it is not # Setting this to false will pass --ignore-setup-py, true will pass --use-setup-py # NOTE: this is general setuptools integration, having pyproject.toml is enough, no need to generate # setup.py if you're using Poetry, but you need to add "toml" to source.include_exts. #p4a.setup_py = false # (str) extra command line arguments to pass when invoking pythonforandroid.toolchain #p4a.extra_args = # # iOS specific # # (str) Path to a custom kivy-ios folder #ios.kivy_ios_dir = ../kivy-ios # Alternately, specify the URL and branch of a git checkout: ios.kivy_ios_url = https://github.com/kivy/kivy-ios ios.kivy_ios_branch = master # Another platform dependency: ios-deploy # Uncomment to use a custom checkout #ios.ios_deploy_dir = ../ios_deploy # Or specify URL and branch ios.ios_deploy_url = https://github.com/phonegap/ios-deploy ios.ios_deploy_branch = 1.10.0 # (bool) Whether or not to sign the code ios.codesign.allowed = false # (str) Name of the certificate to use for signing the debug version # Get a list of available identities: buildozer ios list_identities #ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)" # (str) The development team to use for signing the debug version #ios.codesign.development_team.debug = <hexstring> # (str) Name of the certificate to use for signing the release version #ios.codesign.release = %(ios.codesign.debug)s # (str) The development team to use for signing the release version #ios.codesign.development_team.release = <hexstring> # (str) URL pointing to .ipa file to be installed # This option should be defined along with `display_image_url` and `full_size_image_url` options. #ios.manifest.app_url = # (str) URL pointing to an icon (57x57px) to be displayed during download # This option should be defined along with `app_url` and `full_size_image_url` options. #ios.manifest.display_image_url = # (str) URL pointing to a large icon (512x512px) to be used by iTunes # This option should be defined along with `app_url` and `display_image_url` options. #ios.manifest.full_size_image_url = [buildozer] # (int) Log level (0 = error only, 1 = info, 2 = debug (with command output)) log_level = 2 # (int) Display warning if buildozer is run as root (0 = False, 1 = True) warn_on_root = 1 # (str) Path to build artifact storage, absolute or relative to spec file # build_dir = ./.buildozer # (str) Path to build output (i.e. .apk, .aab, .ipa) storage # bin_dir = ./bin # ----------------------------------------------------------------------------- # List as sections # # You can define all the "list" as [section:key]. # Each line will be considered as a option to the list. # Let's take [app] / source.exclude_patterns. # Instead of doing: # #[app] #source.exclude_patterns = license,data/audio/*.wav,data/images/original/* # # This can be translated into: # #[app:source.exclude_patterns] #license #data/audio/*.wav #data/images/original/* # # ----------------------------------------------------------------------------- # Profiles # # You can extend section / key with a profile # For example, you want to deploy a demo version of your application without # HD content. You could first change the title to add "(demo)" in the name # and extend the excluded directories to remove the HD content. # #[app@demo] #title = My Application (demo) # #[app:source.exclude_patterns@demo] #images/hd/* # # Then, invoke the command line with the "demo" profile: # #buildozer --profile demo android debug
05-17
### 正确配置 Buildozer Spec 文件以构建 Android 应用 Buildozer 是一个强大的工具,用于简化 Kivy 应用程序的打包过程。以下是关于如何正确配置 `buildozer.spec` 文件的具体指导。 #### 1. 基本信息配置 在 `buildozer.spec` 中,需要定义应用程序的基础元数据,这些字段决定了应用的基本属性。 - **title**: 设置应用的名字,这将是显示在设备上的名称。 - **package.name**: 定义包名,这是应用在 Android 系统中的唯一标识符。 - **package.domain**: 提供域名前缀,默认为空字符串。 - **version**: 指定应用版本号,遵循语义化版本控制标准[^2]。 ```plaintext [app] title = My Application package.name = myapplication package.domain = org.mydomain version = 0.1 ``` #### 2. 支持的 API 级别与架构 指定目标 Android 设备的操作系统版本范围和支持的 CPU 架构。 - **android.api**: 表明最小支持的 Android SDK 版本。 - **android.minapi**: 同样表示最低 API 级别。 - **android.ndk**: NDK (Native Development Kit) 的版本号。 - **android.arch**: 目标处理器架构列表,例如 armeabi-v7a, arm64-v8a 等。 ```plaintext android.api = 30 android.minapi = 21 android.ndk = 21e android.arch = armeabi-v7a, arm64-v8a ``` #### 3. 添加依赖库 通过修改 `requirements` 参数来声明项目所依赖的所有 Python 包。确保列出所有必要组件,包括第三方库和内置模块[^1]。 ```plaintext requirements = kivy, requests, pillow, numpy ``` #### 4. 图标与启动画面 自定义图标和加载屏幕可以让您的应用更具吸引力。 - **icon.filename**: 指向 PNG 格式的图片资源路径。 - **splash.filename**: 类似地指向一张背景图作为初始页面展示给用户的时间间隔。 ```plaintext icon.filename = %(source.dir)s/assets/icon.png splash.filename = %(source.dir)s/assets/splash.jpg ``` #### 5. 权限请求 根据功能需求申请访问硬件或服务的权利。比如网络连接、摄像头使用权等都需要显式声明[^3]。 ```plaintext android.permissions = INTERNET, CAMERA ``` #### 6. 调试模式及其他高级选项 启用调试标志有助于诊断问题;而运行时设置则影响最终产物的表现形式。 ```plaintext # Debugging flags debug.enabled = True # Runtime settings orientation = portrait fullscreen = False windowsoftinputmode = adjustResize p4a.bootstrap = sdl2 ``` 完成上述步骤之后保存更改并退出编辑器。接着可以通过命令行发起实际构建流程: ```bash buildozer android debug deploy run logcat ``` 此指令不仅会生成 APK 文件还会将其推送到已连接的物理机或者模拟器上执行同时输出日志便于排查潜在异常情况[^4]。 ---
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