Use the SDK in your own project

The export is a CMake package. Point flowbit-server_DIR at the export's cmake/ folder, link the modules you need, and ship the runtime libraries beside your executable.

Link against the SDK

cmake_minimum_required(VERSION 3.18)
project(my_app CXX)

# configure with:  -Dflowbit-server_DIR=<prefix>/cmake
find_package(flowbit-server REQUIRED)

add_executable(my_app main.cpp)
target_link_libraries(my_app PRIVATE
    flowbitserver::flowbitserversystem    # system, config, logging
    flowbitserver::flowbitservercapture   # CaptureClient, FrameSyncRunner, Raw_Data
    flowbitserver::flowbitservermanage    # Manager: device discovery, config, FTP
    flowbitserver::flowbitserverdetect)   # optional: 3D segmentation
cmake_minimum_required(VERSION 3.18)
project(my_app CXX)

# configure with:  -Dflowbit-server_DIR=<prefix>/cmake
find_package(flowbit-server REQUIRED)

add_executable(my_app main.cpp)
target_link_libraries(my_app PRIVATE
    flowbitserver::flowbitserversystem    # system, config, logging
    flowbitserver::flowbitservercapture   # CaptureClient, FrameSyncRunner, Raw_Data
    flowbitserver::flowbitservermanage    # Manager: device discovery, config, FTP
    flowbitserver::flowbitserverdetect)   # optional: 3D segmentation
cmake_minimum_required(VERSION 3.18)
project(my_app CXX)

# configure with:  -Dflowbit-server_DIR=<prefix>/cmake
find_package(flowbit-server REQUIRED)

add_executable(my_app main.cpp)
target_link_libraries(my_app PRIVATE
    flowbitserver::flowbitserversystem    # system, config, logging
    flowbitserver::flowbitservercapture   # CaptureClient, FrameSyncRunner, Raw_Data
    flowbitserver::flowbitservermanage    # Manager: device discovery, config, FTP
    flowbitserver::flowbitserverdetect)   # optional: 3D segmentation

Link only the modules you use. See The four libraries.

Configure your project

:: Windows
cmake -S . -B build -G "Visual Studio 17 2022" -A x64 ^
      -DGSTREAMER_DIR=C:/gstreamer ^
      -Dflowbit-server_DIR=<prefix>/cmake
cmake --build build --config

:: Windows
cmake -S . -B build -G "Visual Studio 17 2022" -A x64 ^
      -DGSTREAMER_DIR=C:/gstreamer ^
      -Dflowbit-server_DIR=<prefix>/cmake
cmake --build build --config

:: Windows
cmake -S . -B build -G "Visual Studio 17 2022" -A x64 ^
      -DGSTREAMER_DIR=C:/gstreamer ^
      -Dflowbit-server_DIR=<prefix>/cmake
cmake --build build --config

# Ubuntu
cmake -S . -B build -Dflowbit-server_DIR=<prefix>/cmake
cmake --build

# Ubuntu
cmake -S . -B build -Dflowbit-server_DIR=<prefix>/cmake
cmake --build

# Ubuntu
cmake -S . -B build -Dflowbit-server_DIR=<prefix>/cmake
cmake --build

Headers are in <prefix>/include/. Libraries ship in both configurations: import libraries in <prefix>/lib/release/ or <prefix>/lib/debug/, and the runtime libraries in <prefix>/bin/release/ on Windows or <prefix>/lib/*/ for the Linux .so. Build in Release or Debug to match - find_package(flowbit-server) selects the right set per configuration automatically, and debug libraries carry a d suffix so the two never collide.

The <prefix>/example/ folder is a complete, working reference for this setup.

Deploy your application

Windows - copy the DLLs from <prefix>/bin/release/ (or <prefix>/bin/debug/ for a Debug build) next to your .exe. The example CMake does this automatically. GStreamer and CUDA stay on PATH.

Linux - the .so are found via RPATH ($ORIGIN). If not, run with LD_LIBRARY_PATH=<prefix>/lib/release, or <prefix>/lib/debug for a Debug build.

[!IMPORTANT] The target machine needs the same runtime prerequisites as the build machine - GStreamer on PATH, the NVIDIA driver, and an mDNS responder. See system requirements.

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