I am trying to build 500 scene in a single build but each time i fail and unity becomes close and no standalone player made. What is the limit of scene in a single standalone player? I am developing it for windows while using Unity 5.3 version
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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.
I am using olimex A20Lime2 board with Linux OS. I have created Qt QML desktop application using qt 5.3.2 with QtQuick2. My application needs to update qml gui on every 100 ms but it takes 2-3 secs to update it as well as when button is clicked it takes 4-5 secs to change the color of button or change the image.
I have used C++ as much as possible. And updating qml items such as Text by using signal and slot methods. Overall working of qml UI is too slow. How can make it more fast?
I'm trying to write a simple AR app in ReactNative, it should simply see 4 predefined markers and draw a rectangle as a boundary on the live preview of the camera, the thing is I'm trying to do the processing in C++ using opencv so as to have the logic of the app in one place accessible to both Android & IOS.
here's what I've been thinking
write the OS dependent code to open the camera and get permissions in (java/ObjC) & the C++ part to do processing on each frame.
call the C++ code (from within the native code) on each frame, and that should return lets say coordinates for the markers.
draw the rect if 4 markers found on the preview in native code (No idea how to achieve this so far but I think it will be native code).
expose that preview (the live preview with the drawn view) to ReactNative (Not sure about that or how to achieve it)
I've looked at the react native camera component but it doesn't provide access to frames & if that's even possible, I'm not sure if it would be a good idea to send frames over the bridge between JS & java/ObjC.
the problem is that I'm not sure of the performance or if that is even possible.
if you know of any ReactNative library that would be great.
Your steps seem sound. After processing the frame in C++, you will need to set the application properties RCTRootView.appProperties in iOS, and emit an event using RCTDeviceEventEmitter on Android. So, you will need an Objective-C wrapper for your C++ code on iOS and a Java wrapper on Android. In either case, you should be able to use the same React Native code for actually drawing the rectangle on top of the camera preview. You're right that the React Native camera component does not have an API for getting individual frames from the camera, so you'll need to write that code natively for each platform.
I was experimenting with desktopduplication api sample code and it was mentioned here that
even full screen DirectX applications can be duplicated.
Also here it is mentioned that
The following components of the operating system can generate the desktop image:
The DWM by composing the desktop image
A full-screen DirectX or OpenGL application
An application by switching to a separate desktop, for example, the secure desktop that is used to display the login screen
However when I tested the sample code with multiple monitors provided here, it worked fine for other applications running on desktop but when I started a fullscreen directx application, the running applications in the background are pushed onto the secondary monitor and only the secondary monitor is captured in the duplicated window.
What might be the reason for this? I ran the exact sample code provided by MSDN. Is there something more I need to do in order to capture DirectX fullscreen games using DesktopDuplication API
I'm using cocos2d-x to develop an iPhone game and then it just came to my head why not release my game for PC too? The only problem is that setting the window to full screen mode is not implemented yet. Now I'm just stuck with how to create a full screen window? There are some window creation functions that are used but I'm not sure which one and how I should change.
There is the eglCreateWindowSurface function that cocos2d is calling to create a window. I'm not sure which option I should change so that it creates a full screen window. It would also be nice if I can implement a function that switches my game to full screen mode and back while running.
On Windows it's a bit more compilicated. Essentially you have to:
Create a proxy OpenGL context to get access to functionality above OpenGL-1.1 through extensions
Load the extensions required to create an OpenGL-ES compatible context
Create the higher version OpenGL context
Again Load the extensions, now for this context
Luckily all this has been wrapped up in several easy to use libraries. I recomment GLFW for Window/Context creation (it deals with all that proxy context stuff, too), and GLee or GLEW to make the OpenGL extensions available to the code.
http://www.glfw.org/
http://elf-stone.com/glee.php
http://glew.sourceforge.net/
Those libraries are cross platform, so your application/game itself does not use OS dependent functions, it will compile not only for Windows but also Linux, BSD and MacOS X.