My goal is make same code works on Win7_64 and Linux(Centos 7_64) for scanner(using TWAIN). I am coding on C++ Qt. My programm works fine on Win7_64, but when I tried to launch it on Linux; I found that DataSource Manager couldn't find DataSource. Therefore, I tried to figure out how to get that DataSource. I didn't find any useful information about it; I only know that on Linux DataSource looks like *.ds file, and my question is how to get it? I will appreciate any help.
Linux Twain drivers are mostly an abstract idea. If there are any out there, they're very few and come with expensive equipment. So, unfortunately, forget about Twain on Linux. You need to use Sane.
Of course you could insert a Twain adapter layer between Sane and your application. At least one such layer exists, but it's for OS X: Twain Sane. It shouldn't be terribly hard to adapt it for linux, the source is available.
Related
I am working on a C++-based MIDI sending app and it's the first time I'm working with MIDI.
I chose the RtMidi library because it seems to be the most complete library around, but I'm open to suggestions.
The OS that I'm working on is Windows 7 and I have an USB-MID interface installed and it's working with other programs (i.e. Roland UM-One).
Now I may be way off-track, but I'd expect that when you do a search for ports, it should show this device.
When compiling the example code for RtMidi i get no ports; in or out.
What am I missing?
Do i need to open a virtual port?
This is also for others experiencing a similar issue as well:-
When I first started using RtMIDI, if you don't specify (on OSX at least) a macro define for the target system, the example code by default uses a dummy MIDI device, and this will have no MIDI ports.
Once I had specified MAC_OSX_CORE, then RtMIDI used the correct architecture and returned the MIDI devices on my system as expected. Perhaps you have to do something similar for your system - check the docs under "Compiling":
http://www.music.mcgill.ca/~gary/rtmidi/index.html#compiling
I've worked briefly with RtMidi and it is, as you stated, a rather complete library. However, when working with MIDI devices, you have to take the specific issues of this type of devices into account.
Another thing is that cheap USB-MIDI adapters often simply refuse to work with some applications "just because". They are very simple inside, yet apparently chinese manufacturers are still able to make malfunctioning devices.
If you're using unmodified, example code, and it's not showing your device, I'll first ensure all other apps that might be using it are closed, then try again. Creating a virtual interface is also a nice idea; I personally use freeware LoopBe1 for it. If it will show the virtual, but not the real interface, then the problem is with device itself. In that case you might want to experiment with different drivers or simply plugging it into a different port.
If it doesn't show any device, neither real nor virtual, then I strongly suspect there's something wrong in the way you build/run the application.
For fun i'd like to write code that runs on OSless hardware. I think writing code that will run in a VM (like VMware or virtualbox) would be good. However i don't want to start from scratch. I'd like the C++ runtime to be available. Something that allows me to read/write (maybe FAT32 filesystem code). Graphics for text and if i can graphics for drawing on screen (pixel by pixel. sdl support would be a bonus but not essential).
I'll write my own threads if i want them. I'll write everything else (that i want to use) needed for an OS. I just want a basic filesystem, gfx and keyboard/mouse support.
Take a look at the list of projects on osdev.org - (http://wiki.osdev.org/Projects) - most of these are hobbyist, open-source and range from just-a-bootsector through to proper threads/graphics/terminal support.
Minix3 targets your desires pretty well.
You should definitely take a look at OSKit (links to source code on this site are dead but there is a mirror here). Unfortunately, OSKit has no support for C++ but using this information you may be able to use GCC libraries.
I'm not actually well versed in C++ or SDL_Mixer, but I'm asking this question anyway on behalf on the Doom community. Put simply, nobody writing Doom source ports can seem to figure out how to control normal sound volume and MIDI sound volume independently using SDL_Mixer on Windows Vista or 7. I'll let James Haley, author of Eternity Engine, put it in his own words:
Seems the concept of independent volume for native MIDI doesn't exist under Windows Vista or 7, as using MIDI volume sliders in any application that has them (including most games that use SDL_mixer) also affects the volume of digital sound output. This makes attempting to adjust the relative volume of music for comfort impossible.
Has anybody found any workarounds for this? I'm guessing it's unlikely given how Microsoft seems to have skimped throughout the OS on any way to control the volume of individual sound devices separately.
I've heard of various workarounds all involving a Timidity driver, but this requires the user go above and beyond simply installing the game on his system. The only port that I know of that definitively fixes this issue is ZDoom, but it uses the GPL-incompatible FModEx and is thus not a suitable solution.
If you want some code to look at, Chocolate Doom is perhaps the easiest Doom source port to grok and you can grab its source here.
Any suggestions on other open-source sound and music libraries would be welcome as well.
A solution would be to ship with a FluidSynth-enabled SDL_mixer. You would also need to ship a SoundFont2 file to go with it. Fortunately, there are free SF2's out there, and some are even optimized for Doom's MIDI files. Licenses shouldn't be a problem, since SoundFonts are assets, not code.
You then load the SF2 using Mix_SetSoundFonts().
You may want to look at different MIDI libraries outside of SDL.
http://wildmidi.sourceforge.net/
http://sourceforge.net/apps/trac/fluidsynth/
http://timidity.sourceforge.net
I am maintaining a similar game port (Descent 2), and I have come across the same problem. Afaik there is no solution for it when using SDL_mixer. A cure to avoid sound being muted when turning off midi music I have found is to retrieve a handle to a temporary midi device, set the midi volume to max and then close the temporary device again.
For the longest time, the only solution we found was to use something like PortMIDI. However, Quasar of Eternity Engine fame has come across a neat solution:
http://www.doomworld.com/vb/showthread.php?s=&postid=1124981#post1124981
He essentially puts SDL_Mixer into its own process and controls it with RPC. Very clever.
So one problem with the previous answer I gave was that sometimes the MIDI subprocess did not behave itself, and would break or stop working in strange ways. Eternity's specific implementation used IDL, and I personally re-implemented it using pipes, but the subprocess itself was a bug magnet.
Thankfully, another answer was figured out rather recently. You can simply bypass SDL_Mixer entirely and deal with Windows' native MIDI support directly, which turns out to not require a ton of code once you know what you're doing.
https://github.com/chocolate-doom/chocolate-doom/blob/master/src/i_winmusic.c
You can also implement this sort of idea with PortMIDI and get the benefit of being able to communicate with external MIDI devices as well.
https://github.com/odamex/odamex/blob/stable/client/sdl/i_musicsystem_portmidi.cpp
How does one begin writing drivers for Windows? Is there some sort of official DDK "Hello World" example out there?
While I'm sure it will be way above my head at first, eventually I would like to create a simple MIDI driver, much like the Maple Virtual MIDI Cable where the MIDI messages come from a user application rather than a physical device.
(The trouble with using the off-the-shelf MIDI loopback drivers is that the existence of an input and output end is often confusing for the user. My application generates MIDI output that gets sent to the MIDI input of other programs, so if I could create a fake driver that connects to my program rather than hardware, it would eliminate this confusion.)
Thank you for your time.
The WDK docs are reference material, they won't teach you how to get started. Essential are the sample code included with the WDK, there's lots of it and you can often find something that resembles the kind of driver you want to create. A generic filter driver is available in the src\kmdf\toaster\filter directory, I think that's what you'd need if I understand your goal properly.
Walter Oney's books are essential to learn important concepts, strongly recommended. I keep running into osronline.com as a web site that strongly focuses on driver development, with forums. You typically won't find much help here, it is a rather specialized kind of coding.
You could take a look at my virtualMIDI-driver:
www.tobias-erichsen.de/virtualMIDI.html
This one does exactly what your are looking for.
Tobias
How do you debug lua code embedded in a c++ application?
From what I gather, either I need to buy a special IDE and link in their special lua runtime (ugh). Or I need to build a debug console in to the game engine, using the lua debug API calls.
I am leaning toward writing my own debug console, but it seems like a lot of work. Time that I could better spend polishing the other portions of the game.
There are several tools floating around that can do at least parts of what you want. I have seen references to a VS plugin, there is a SciTE debugger extension in Lua for Windows, and there is the Kepler project's RemDebug, as well as their LuaEclipse.
RemDebug may be on the track of what you need, as it was built to allow for debugging CGI scripts written in Lua. It does require access to the LuaSocket module to provide a communications channel between the target script and a controller as well as a couple of other modules.
A bigger issue might be the ability to load arbitrary modules from within whatever sandbox the game engine has put around your scripts. If you have some control over the engine, then that won't be as big an issue.
This isn't currently possible for developers of Adobe Lightroom plugins, for example, because Lightroom does not expose require inside the plugin's sandbox.
A surprise to me has been how rarely I have felt a need for a debugger when working with Lua. I've built several small applications in it for various projects and have been surprised at how well a combination of complete stack backtraces and the occasional print call works to locate the bugs that require "strict" didn't prevent in the first place.
How about Decoda?? there is a video that explains how to use it, and it works pretty darn well for embedded lua source. (i am a happy customer). and it's pretty cheap.
You don't need to write your own console as you may want to start with one of the existing ones. RemDebug has already been suggested; I have been developing MobDebug, which is a debugger based on RemDebug, but with a host of new features and bug fixes. The detailed list of the changes is in the README.
Enabling debugging in your script may be as simple as adding require('mobdebug').start() (if you are running your app and the debugger server on the same machine). This should try to connect to the debugger listening on a default port on localhost. You can use a command-line interface included in MobDebug, or you can use a ZeroBrane Studio, which is a Lua IDE that integrates with MobDebug to provide debugging capabilities. The IDE supports debugging for Love2d, Moai, and other Lua engines and may well work for your set up too.
You can use my debugger: GRLD (graphical remote lua debugger). Like RemDebug it uses a socket connection, but unlike RemDebug it has a nice graphical interface. The source code is provided, so you can make it work on any platform. It works with the standard lua runtime. Free of charge for non-commercial use.
EDIT: sorry, I had to close the website, so the software is not available for download anymore. I might release it as open source software later, if I ever find the time.
EDIT 2: link updated, now hosted in github under the MIT license (open source)
I don't see how calling DebuggerBreak should work, since that is .NET specific. I would assume that only works with the forked Lua targeting the CLR.
If you are using standard Lua you have some rudementary debugging facilities through the lua function call debug.debug(). That will throw Lua into your console, so if you are running lua from a console, you should be able issue lua commands interactively to inspect your current state. debug.debug() wont put you into the current stack frame, so you have to use debug.getlocal() to read the values of your variables.
I haven't tried it myself yet, but I actually don't think making your own workable debug console is that much work. Remember Lua is not as complicated language as C++, so doing this is a lot easier than making a real C++ debugger like say gdb.
I think there are a lot of people who have done similar things already, whos code you could look at. Here is CLI debugger written in only lua. Just one lua file. Shouldn't be to hard use and modify for your needs.
If you are using windows and VS - Can you use the trick we use?
Copy the lua code in a file. Then in the lua code make a call to the Debugger api (in C++ this is DebuggerBreak() I think - see here). then when the lua code executes the debugger will fire up and you should be able to specify the file. Then debug as normal?