My Project tango has some problems.
1st. The OnXYZijAvailable callback is never called.
So sample code(point cloud) from github is not worked. (Point count always zero)
2nd. The back camera(RGB-IR) is seems always gray scale. How can I see color mode?
I guess back camera is broken or something wrong. Right??
Try the following:
restart the device. Google tango core is still very unstable.
make sure that the samples you're working with are aligned to the tango core version(check it on the samples your using Tags tab on github).
make sure that when you're configure the Tango object you're adding the depth perception like this:
config.putBoolean(TangoConfig.KEY_BOOLEAN_DEPTH, true); // for getting point cloud
mTango.connect(config);
about your grey-scale camera(which is very strange behaviour). Make sure you're adding color camera configuration like this:
config.putBoolean(TangoConfig.KEY_BOOLEAN_COLORCAMERA, true);
make sure to add the dependency on the tango core also in the Manifest inside the application node(I totally missed it):
<uses-library
android:name="com.projecttango.libtango_device"
android:required="true" />
Related
I am trying to load a custom model with a texture into Forge Autodesk viewer, using the function loadModel(), that I found here.
The other day, the model was loading, but without its texture, and no error appeared...
As usual, strange things happened during the night, and today, the model does not even appear in the viewer. This time, I get the following error :
Uncaught TypeError: Cannot read property 'proteinType' of undefined
At first, my model was a zip folder, containing an .obj, a .mtl and a .png (for the texture). I translated it into svf using Forge extractor.
So I am using, locally, in a 'Resources/3Dmodel' folder, ths resulting svf folder. It contains the .tif.png texture, the .svf file, a Materials.json.gz archive and other usual files in a svf folder (properties, camera definitions...).
There is no ProteinMaterials.json.gz archive.
So I can suppose the issue may come from the Materials.json file... I opened it, but I don't see anthing unusual inside...
So if anyone has an idea...
EDIT !
I had written in my code :
window.NOP_VIEWER.loadModel(svfPath_test, options), (myobj) => {
myobj.id = id;
myobj.name=name;
myobj.path=svfPath_test;
})
and nothing was loading.
After writing only this :
window.NOP_VIEWER.loadModel(svfPath_test, options)
the object appears, but completely gray, the texture is still not applied... and now I have this new error :
Texture load error 404 (NotFound)
It does not find the texture in the folder, but IT IS in the folder, with the right name ! So : I am starting to wonder if the image really is on the server... or not. I don't know how to check this or insert the image in the server.
Keep in mind that there is Autodesk Forge Viewer Usage Limitations Disclaimer stating that "The Autodesk Forge viewer can only be used to view files generated by Autodesk Forge services. The Autodesk Forge Viewer JavaScript must be delivered from an Autodesk hosted URL".
Nevertheless, from engineering perspective, the reasons of your troubles could vary. Could be the version of the viewer you use is not compatible with translation viewer.
From what I remember, the Forge extractor sample creates self contained (locally downloaded all dependencies) project, but for conversion it uses the Forge servers.
There might me a "misalignment" between version of the Model Derivative API and the version of Forge Viewer you use.
I would suggest, to convert your model using the official way, serve your model from the server and put it into a created from scratch basic Viewer.
Then gradually add/replace/integrate/"migrate" to the "airplane mode"
and identify at which step it breaks your model.
Or just change the locally served viewer3D.js, three.js and style.css to remote src and you can even try to play with Viewer version you use in your project by changing/adding the versioning. For example the lates one is:
<script src="https://developer.api.autodesk.com/derivativeservice/v2/viewers/viewer3D.min.js?v=v4.1"></script>
Now, if I put back the legal hat, be careful with legal aspect of your use-case.
No matter what I do when I run the latest version of ckEditor I have two panels on my screen. Both are populated with data. Although you can only see one editor in full on the screenshot if I increase the height you can see both editors. I've brought the code down to the bare minimum. It use to work but in the latest version I always have two editors no matter what I do, and no matter what browser I use.
Also when I call getValue() on the editor it always brings back the value of the bottom editor. I've confirmed this by putting different values in the different editors.
My code is:
protected void init(VaadinRequest request) {
{
CKEditorTextField ckEditorTextField = new CKEditorTextField();
ckEditorTextField.setValue("hello world");
ckEditorTextField.setHeight("500px");
ckEditorTextField.setWidth("500px");
setContent(ckEditorTextField);
}
And yes I know I should use CKEditorConfig but I've tried to minimize all code to the bare minimum. I've also tried with layouts and it makes no difference. The reason I put the height and width is to make it more visible, but it's not required. Also this code is called on the main UI class.
The issue was that an upgrade to Vaadin hadn't properly taken, there were still some caching issues. The way to resolve it can be found here: https://vaadin.com/forum/#!/thread/2963857/2963856
The steps are:
Ivy-> Clean all caches
Ivy -> Resolve
Reboot Eclipse
Compile Vaadin widgets
I'm using offline maps downloaded from OpenStreetMaps on my Android application.
When I move the map some tiles do not appears.
I whould like to choose the area of n kilometers by m kilometers or something else.
You are curently just getting the tiles osmdroid has in it's cache. It caches tiles automaticaly as it downloads the. There is no easy way of getting tiles into the cache without first trying to display them with online enabled.
If you realy want offline support you have to prepare a file with the tiles you need and get it into the sdcard/osmdroid/ direcrctory. The simplest method of creating the file is to use a tool like Mobile Atlas Creator I would recomend the GEMF format over .zip it just works far better procedure is the same just copy the file and it is found automaticaly.
I'm starting my first PhoneGap project and am developing using Visual Studio and Windows Phone 7, although I intend on ultimately deploying to iOS and Symbian as well.
However, I'm stuck at Step 1. I have added an image to the www/images folder, and put the following code:
<img src="images/login-btn.png" width="103" height="42" style="margin-left:90px;" />
And I get:
It works fine when I preview it in IE9, but I don't have a Mac to test it on iOS yet.
It's worth noting that the JS files and CSS have loaded fine, it's just any image (whether referenced in CSS or an <img> tag) always comes up broken.
My guess would be the Build Action of your image file is incorrect.
According to http://wiki.phonegap.com/w/page/48672055/Getting%20Started%20with%20PhoneGap%20Windows%20Phone%207#4Reviewtheprojectstructure section 4. You should be setting the Build Action of your images etc to Content which simply copies them into the output project when it is built. They are probably currently set to Resource or None.
To change the Build Action right click a file and choose properties to go to the properties window if you do not already have it open. It is probably then the first property. Just click and choose the correct one.
I'm posting this to questions that I found while trying to find my answer to the same problem. The JS framework I use adds a url query to each image when in a debugging mode (in order to force browsers to reload image, instead of using cached). So, my image "image/background.jpg" would be accessed as "image/background.jpg?d=34342233". But, when running on PhoneGAP for Windows Phone, it won't recognize the image, and thus it shows up as broken. So, I had to turn off debugging for the framework I use, and suddenly the images showed up (still, don't forget to set the Build Action to "Content" as mentioned earlier).
I want to know where I can get access to the NinePatch images specifically for Monodroid. I want to change the default coloring from blue to orange (if I was doing this in Java it would already be orange).
All I need is to change an edittext so that it's default colors are different. I have seen
http://www.androidworks.com/changing-the-android-edittext-ui-widget
which is really helpful but only as far as vanilla Android is concerned. I tried following the instructions, but I found the standard orange java images, not the Mono ones, which are blue.
Minimum framework is 2.2. I know that I am getting the java images because when I go to C:\Android\android-sdk\platforms there is no android-2.2 folder.
I'm not really sure what you are referring to. Mono for Android does not ship any NinePatch images. Mono for Android simply provides a thin binding over the Java API, it does not do anything custom.
Maybe it is triggered by changing your Android target framework?
I found my answer - and thank goodnesss it did not involve changing the 9Patches!
You can make an xml in the drawable folder which describes your button, textbox, etc. and make a selector with a solid tag, pressed event, etc. (http://developer.android.com/guide/topics/resources/drawable-resource.html)
Then you can set up the colors as a constant set in the Values folder and boom! Solution!