Qt + VTK fails to run on Surface Pro X - windows

I have an application I have been working on for the past year. It builds and runs normally in various machines (including Mac OS). I just got a Surface Pro X and was surprised I was having issues when rendering in a QVTKOpenGLWidget. The application runs, but when I open a window with a QVTKOpenGLWidget, it crashes and gives access violation error in Qt5Gui.dll.
I changed from QVTKOpenGLWidget to QVTKOpenGLNativeWidget which seemed to have improved somewhat the situation, but I can't render anything. The window opens and stays open so long as I don't add any actor or call to render.
From looking at the logs, Qt seems to have issues with creating a context. The VTK logs keep popping up the following error:
vtkGenericOpenGLRenderWindow (0CAD3408): GLEW could not be initialized: Missing GL version
I have tried the following with no positive results:
// First attempt
auto format = QVTKOpenGLWidget::defaultFormat();
format.setProfile(QSurfaceFormat::CompatibilityProfile);
QSurfaceFormat::setDefaultFormat(format);
// Second attempt
QSurfaceFormat::setDefaultFormat(QVTKOpenGLNativeWidget::defaultFormat());
Has anyone figured out how to get this working? I don't think the problem is specific to the Surface Pro X, but to any Windows GPU driver.

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Has any one got camera errors in a widows machine, after using camera to opencv projeccts?

I was working on an OpenCV project. There I used OpenCV to get video captures and then used some algorithms to face detection and face-swapping. After working on this project for about two weeks, I got errors in my camera (windows camera application). attached one error but sometimes I got different errors as well. I want to know, Did I get those errors due to this OpenCV project?.
If your application still runs, you cannot achieve from windows application at the same time. If not, basic reset always saves lives!
Click Windows key + I to open Settings app.
Select System>Apps & features and find Camera on the list.
Click Advanced options link.
Then press Reset button and wait for the process to be executed.
Secondly, check if the camera works properly from device manager.
Lastly, try to open from another app(like Skype, discord). Otherwise, update or roll-back driver of the camera.

Godot engine not working on mac

I am trying to get started with Godot. Unfortunately right out of the box I am having problems following the most basic tutorial on their page. When I try to run a scene containing a label with "Hello World", or indeed just the icon they provide dragged into the middle of the page, nothing happens after I press the "play" button. The window that pops up doesn't display anything. The console gives me this error:
Remote Debugger: Connection failed with status: '2', retrying in 1 msec.
OpenGL ES 3.0 Renderer: AMD Radeon HD 6490M OpenGL Engine
I have tried this same thing on my other computer which is an iMac slightly newer and it works, so my question is: is there a problem with the hardware? I am running godot on a 2011 MacBook pro that as far as I can tell has OpenGL 4.1 (Godot requires 3.0). I say as far as I can tell because all I could find is a page from apple with a table saying what my model of MacBook pro runs for OpenGl. I did try asking the terminal for my openGl version with this command:
glxinfo | grep "OpenGL version"
But it comes back with "command not found".
I have also had a look at the editor settings under debug and Remote Host is set at 127.0.0.1 and Remote port at 6005.
I don't know what any of this means. Please any help appreciated.
I just wanted to share that I found the answer in case this is happening to you. I just changed the Remote port number. Not sure why this was giving a debug problem and also particularly not sure why a debug issue should stop the running of the project. So if anyone with more experience can throw some light into the matter that would be great.

directx 11 c++ application in vs 2012 -- full screen crashes after running for a while

Win7 Directx 11 with VS 2012 -- When I let my app run in full screen on my development computer, eventually, the program exits full screen back to windowed, all by itself, and pops up a dialog telling me windows resources are running low. The dialog tells me something about turning off interactive themes or something to that end. When I run the program in release mode on one of our client machines, the app runs fine, does everything it should, but after a while, instead of popping up the dialog about windows resources, I get an exception window with exception 0x40000015 as the error. This only happens if I am in full screen, windowed, it never crashes. Event Viewer shows nothing at all about the crash. Any thoughts?
Thanks in advance. Basically what my app is, is a wrapper graphics library. When it says I am using all the resources, my resource monitor shows that I never went above 20% of memory and the cpu never went above 14%. The 0x40000015 error number is rather general and doesn't exactly point me in any real direction.
This is not related to trying to exit an app in full screen, as that I have the code required to prevent the exception related to that problem.
R
It turned out to be a component issue on the target platform. The ReportLiveDeviceObjects info was helpful and will continue to help down the line.

IB: Use Auto Layout?

I am slowly becoming more comfortable with programming in a Mac environment after moving across from Windows where I was using C#.
The transition has been smooth so fare but with a very steep learning curve getting used to Objective-C. I am finding Objective-C an amazing spin on a C stye language and so happy I made the move.
I am using XCode 4.6 on OSX 10.8.2 and iOS 6.1.2
The application I’m working on is an OSX Checklist that will need to communicate with a iOS equivalent.
The OSX side of it comes first and it includes a NSOutlineView to use like a SideBar.
I have been having a little trouble positioning controls and having them size to what I want them to do.
I have just found in XCode’s IB a switch that may solve the issue.
In the File Inspector there is a switch for: Use Auto Layout, which is currently ticked. When I Build the project I have a application that runs.
As soon as I remove the tick and re-Build the application it crashes with the following errors, plus more:
2013-02-24 17:00:17.988 ServiceCheck[1633:303] *** Assertion failure in -[NSTableRowData insertRowsAtIndexes:withRowAnimation:], /SourceCache/AppKit/AppKit-1187.34/TableView.subproj/NSTableRowData.m:5408
2013-02-24 17:00:17.989 ServiceCheck[1633:303] An uncaught exception was raised
2013-02-24 17:00:17.989 ServiceCheck[1633:303] insertRowsAtIndexes:withRowAnimation: can not happen while updating visible rows!
I am having trouble on what’s needed to resolve the error and allow me to manually size the controls to my likings.
To help, I can attached my code (once I work out how) for you to better understand what I am seeing.

Flash CS6 not displaying AS3 projects (OS X)

Flash CS6 won't display any AS3 projects while debugging anymore. When compiling for debugging it turns up white in the default "debug window" inside of Flash. If I right-click in the debugger window it says "Movie not loaded". No compiler errors are shown. The resulting swf file only runs if opened with the Flash Player from Finder.
This applies for all projects that I know have been working fine up until now. I've also tested to create a new, blank FLA on which I only draw a rectangle with the same result.
If, however, I select a Flash Player version prior to 10 (falling back to AS2) as the target for the test file containing only a rectangle, it does compile and show up fine.
I've uninstalled Flash and Flash Builder (and deleting any trace of the applications in the Library folders) and then reinstalled it multiple times without any result. I've also tried to uninstall Flash Player and Flash Player Debugger to no avail. For this I'm following the advice on Adobe's site and are using their Flash Player uninstaller applications, but it doesn't seem to uninstall all instances of the Players...
I believe the problem lies in the version of Flash Player Debugger that Flash uses internally to display the swf when debugging and it seems to somehow persist between re-installations. Is there a sure-shot way to reset this entirely?
Has anybody encountered this problem before?
I finally found the problem myself. It seems like the Chrome extension called FlashFirebug randomly causes these issues. When I deactivated the extension Flash started working properly again.

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