Has anyone managed to get the default Clojure Quil example (created via "lein new quil my-sketch") working on a Raspberry Pi?
I have installed OpenJDK and have CIDER/emacs up and running on a Raspberry Pi 4. However when I compile the default whirling circle example, the application window opens but is entirely black. The dimensions (500 x 500) and title ("You spin me right round") display fine, so it seems it is working to some degree.
Any thoughts on what how to troubleshoot would be super, thanks.
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I have old Qt C++ Application which works perfectly in Desktop or Laptop. I am now trying to make it work in a High DPI touchscreen embedded device having 10 inch screen having 1920 X 1200 Resolution. The device is running Windows 10. I am using MXE to cross-compile for Windows in my Ubuntu machine.
Following the suggestion given over here, I added following lines to automatically scale my application.
static const char ENV_VAR_QT_DEVICE_PIXEL_RATIO[] = "QT_DEVICE_PIXEL_RATIO";
if (!qEnvironmentVariableIsSet(ENV_VAR_QT_DEVICE_PIXEL_RATIO)
&& !qEnvironmentVariableIsSet("QT_AUTO_SCREEN_SCALE_FACTOR")
&& !qEnvironmentVariableIsSet("QT_SCALE_FACTOR")
&& !qEnvironmentVariableIsSet("QT_SCREEN_SCALE_FACTORS")) {
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
}
The application starts with right size:
However, when I make settingWidget visible which is added to QDockWidget, then the application becomes larger than the screen size. I am unable to understand the source of problem.
The codebase is very large if someone wants to review the code then they have to help me with the code fragment which may have the bug and I will shall post it here.
Recently, I changed my PC and when I run the C++ program using OpenCV library inside Code::Blocks in Ubuntu 12.04, there is a message " init done, opengl support available" and the window shape of displaying the images is different from my previous PC with the same C++ program. I want to show two images in one window using opencv but the problem is that the quality of images are low and some times a part of one image is in the other image. I ran the exact program in my old PC and there was no problem at all. Would someone please help me with that? I also uploaded one image from the problem of displaying.
Did someone else experience slow fading in Qt applications, for example when opening a new dialog from a main window? I'm running Ubuntu 12.04. LTS and Qt 4.8.1.
The application where I noticed that does some opengl rendering in a qglwidget. When the application runs, also other windows not belonging to the qt app are affected by slow fading in/out. The thing is that the qt app only uses 20% CPU load (also compiz) so I assume it's not caused by a high CPU load...
Are yours videocard drivers up to date?I had the same problem (using opengl through QGLWidget) and updating solved the problem.
If this isn't the solution,paste us some code.
Hope it helps.
I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.
I have an OpenGL (Java + applications) application deployed on a Linux machine. I need to start this application from a Windows machine, display and operate it on Windows.
My application shows a whole screen of 2D graphics which is constantly updated. Both machines are OpenGL capable (video cards and drivers). When not remote, the application runns ok on both the Linux and the Windows machine
I'm using ssh (putty) and an X server (xming 6.9) on the Windows. All is fine but when I display my graphics I get an "unsupported colour depth" error and nothing is displayed.
Questions:
1. Is there a way I can tweak xming to display my graphics?
2. Is there a better suited solution for my system?