How to process VUMeter on VSTGUI? - audio-processing

I'm on Xcode 4.5 and can't get a simple VU Meter working on VSTGUI.
I found no documentation for how to send values from the process loop to the CVuMeter Function.
I opened a thread at KVR a time ago:
VUMETER and GUI
The code I used, works good, no issues or errors on build.
BUT: I can't get it working till now. What's the problem within this code? The VU Meters won't update....

My guess is that you are not telling VSTGUI to update the editor after setting the value. You might want to check out the again example code which ships with VSTGUI. The vumeter stuff is at the bottom of that class.

Related

MSB3073 UE4 exited with code 6 - how do I fix this?

Ok, so I'm taking a udemy course on UE4 and when compiling I have a issue where I'm presented with my file location and told it exited with code 6. There are also a lot of errors saying that say it can't read my macros - how do I fix this? I'm relatively new to this so try to make it as simple as possible when answering. Thank you.
I would advise paying close attention to syntax and UPROPERTY (what is in here).
For example, I had this situation:
struct FGridCoord
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Grids")
int Col = 0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Grids")
int Row = 0;
/** Default constructor (no initialization). */
FORCEINLINE FGridCoord() {} <<<------ This was giving same error ---->>> FORCEINLINE FGridCoord();
And other one I had:
UPROPERTY(VisibleAnywhere, Category = "Grids", meta = (AllowPrivateAcsess = "true")) <<<---- It had BlueprintReadOny and was giving an error
USceneComponent* RootComp;
I was getting the exact error this question lists (also taking a Udemy course on Unreal LOL), syntax all looked fine (this project/environment worked fine the last time I used it, some months ago) and hadn't changed, so I decided to clean the solution and rebuild.
This time I got a slightly different error, and it mentioned needing Windows SDK installed.
A quick Google of that seems to show that yeah, that's what's needed. Visual Studio Installer showed under C++ Game Development that none of the Windows SDK options were checked/installed. Since I'm running Windows 10 I checked the most recent/highest version of W10SDK and installed that.
After that I tried loading my project from the Epic Games Launcher, just like I did before starting my Udemy course 30 minutes prior. Now that said it was missing a module and that it needed to be rebuilt. Clicked "OK." The project rebuild failed.
I saw Unreal Engine could be updated from 4.27.1 (which I created my project in and which had been working without issue some months ago, like I said) to 4.27.2. Downloaded the 4GB update, still got the "missing module, rebuild" error but after clicking "OK" that time it built and UE 4 opened the project. VS2022 now builds the solution, and I can play the project within UE 4.
I have no fricking clue what just happened here, cause this all worked last time I worked on it and I changed nothing in the meantime, but it all works now.
So for others that get this, maybe:
Try cleaning your solution and see if you perhaps need to install Windows SDK
Maybe upgrade your UE 4 a minor version, if it's available
Head asplodes 🤷‍♂️🤷‍♂️🤷‍♂️

RStudio interface / behavior changes in 1.0.136

Various things are different in 1.0.136, e.g. running code with ctrl-enter has all sorts of strange behavior in an RMarkdown document, running code that has a syntax error somehow leads to all of the code being run in a block above (below?) the wrong code, etc. Sorry for not posting an MWE, but at the moment I just want to know if anyone is aware of these new "features" and if so how they can be turned off or better yet how I can just downgrade to the previous version of RStudio (which I can't currently find on the website).
Yes they changed some default settings that were present in the old interface.
Change the setting in markdown next to the knit button, from:
Chunk Output Inline -> Chunk Output in Console
Pictured here.
You can probably mess with the the Global Setting->Rmarkdowns under Tools to get it back the way it was before, but this was the fastest way for me.

How to Validate a Cognos report in debug mode ( element-by-element or step-by-step)

We recently migrated from Cognos 10.1.1 to Cognos 10.2.1.1 ( 10.2.1 plus Fix pack1) . Some of our existing reports fail validation now.
From the cogserver.log file , it looks like the BIBUS Process is Crashing on validating the report.
We are working with IBM tech support via a PMR .
Wanted to try if someone here knows if it is possible to Validate a report step by step so that I can get some information or some logs on what element in our report is exactly causing the issue? i.e. Is it possible to do the report validation in a debug mode somehow?
Oh, what a wonderful feature that would be, but to my knowledge nothing like that exists at all. You could try setting the logging on your dispatcher(s) to the maximum to see if you can get any more informative errors.
I would start by trying to view the tabular data for each query individually. If you can identify which query (or queries) are causing your problems, then you can just remove items from the query until it doesn't fail, at which point you should have a pretty good idea of what the source of the problem is.
If that doesn't work, I would just start ripping major chunks of the report out and seeing you can get it to run. For example, if you have a report with 4 charts, delete half of them and try your report. Revert back to the original report, and delete the other half. Get it to work, and then start removing stuff from the half that fails until you can narrow it down to your problem.
It's kind of slow, but these approaches have always worked for me.
On a side note, we're about to make the same upgrade, I'd be interested in hearing what you learn.
EDIT:
Oh, forgot. Make sure you disable DQM and test your reports that way, if you haven't.
Unfortunately, there's no way to debug step by step. Finally got the Core dumps for the crashes, sent them over to IBM Folks ; and they identified it as a known bug in 10.2.1.1. So now we are at 10.2.1.2 (applied Fix pack 2) which solves the issue.

THREE.js seems to not work on localhost server

I am just starting out with THREE and have come across some odd failures which I believe are due to localhost / same-origin-poicy.
In short I created my own animation using armatures in Blender and exported using the three.js exporter plugin. The model displays but the animation doesn't run.
I used the online skinning animation example as the basis for the code and thought I may have incorrectly stripped out certain code that was causing it to fail but after looking for a couple of hours I have come to the conclusion I haven't ripped out anything incorrectly so...
To test if the example code worked locally I copied the online skinning animation example code including the buffalo.js/png files, modified the file references to map to my local copy and tried to run it in a local IIS server and all I get is the stats and no animation or model.
I checked the firebug console and only had a coupe of depreciation warnings no errors. I also checked with my model and code and I get no errors or warnings...
Anyone had this experience before? (I tested in chrome/firefox both had same behaviour)
Am happy to post code but the JSONLoader(ed) model is massive.
Thanks (and sorry for the long windedness of this SO question)
When it comes to running things on your local machine, have you tried the steps on this wiki page? How to run things locally
One example on the page suggests: chrome --allow-file-access-from-files
It's possible that your issue is related to the steps taken during your export. Without the exact errors or screenshots it's difficult to know where the issue originates from. Things to look out for:
Is your model being exported at the first frame?
Do you have the latest .py export plugin for Blender?
Using the latest version of Three.js?
Tried using THREE.SkinnedMesh?
Here is an article that gives you a brief overview of what is required for animated meshes within Three.js: Skeletal Animation
This second article provides a much more detailed tutorial, complete with example code at the bottom of the page: Skeletal Animation +1
In order to rule out same origin policy you can actually disable the security checks chrome uses when it starts up by adding this to the target window on your shortcut properties
--disable-web-security
see here for more information : Disable same origin policy in Chrome

How to debug a program that doesn’t throw any error

I’m having trouble to find a bug in my application.
The problem is random and don’t throw any error. The web site just keeps loading and loading and eventually gets a timeout.
Is a web application using MVC 3 in VS 2010 Pro.
Some time ago, I see a friend to write something in the url, and gets all the trace of the program…
Sadly, I don’t remember what the command was.
Anyone has an idea of what command is it?
Any suggestion on what to use to debug?
Thanks!
Edgar.
UPDATE!
I finally found the command... is trace.axd
But Its behave the same way... sometimes load without problems and show me all the trace info... and sometimes.. it keep loading and loading...
Maybe something related with IIS?
Turn on break on every thrown exception, run your application in debug mode and wait. If it executes too long then pause application and check where you are or wait for exception that is handled somewhere.
Your friend may have had something like the following built into his application, to dynamically set tracing on.
Trace.IsEnabled = Request.QueryString["trace"] != null ? true : false;
This provides info only if the page is fully loaded. It's probably best if you use the VS debugger to step through code.
If all you loops look ok, investigate code that could result in circular references or deadlocks. These can be difficult to spot sometimes, look for functions or constructors that require results from a calling class. So code that needs the result from a function which in turn need results from the first.
Well, this sounds like you have an infinite loop somewhere.
Look at the code that runs when you visit the URL that gives you trouble. See if there is any loops in there (for/while). If yes, see why if they never exit. You can do this by putting a breakpoint inside the loop and examining its behavior over the iterations.
in MVC the bugs you do not see are most of time (especially in Razor and Ajax work) view compile errors. Sometimes syntax bugs on views just does not show that view and do not stop working.
Try that:
put a breakpoint in view.
If program stops in there it means this view is working. Othervise there is a syntax error in this view.
Another way to see some bug information more than in visual studio is use browser tools.
I use google Chrome. Just open developer tools in it. Open network. And do your request. It will list the requests and responses. Click the response and see the information. After style (it is written Verdana etc) read exception details. Sometimes there is more information :)
I am using MVC 3 in Razor from start. So this is a small bug in asp.net mvc.

Resources