I have created a simple facebook app. That calculate the female friends from your profile and choose any one randomly. and display her image on a predefined template.
to merge her pic on the predefined template, I am using function imagecreatefromjpeg.
Its working fine on my localhost but when I am trying to run it on server, then I am getting error in error log :
call to undefined function imagecreatefromjpeg()
The application is located at the url
http://secret-beach-4551.herokuapp.com/
Check whether the GD library is installed on your server. Also check: This
Related
I'm having trouble with the transportability of my URDF files. Specifically I'm unable to get them to load in Foxglove Studio. Is it possible to add a URDF as an attachment in an MCAP file so that it's somehow fully encapsulated and just opens by robot definition at the same time as visualizing my robot data?
I've tried opening my URDF file directly in Foxglove Studio's web client and it fails. I seem to be able to open it in the desktop tool.
See the work in progress here: https://github.com/foxglove/studio/pull/4725
The basic idea is all asset fetch() requests go through a proxy function in the Studio data source (player). For MCAP, the player checks for an attachment with the name equal to the requested URL, such as package://foo/bar.dae and returns that if present, otherwise falling back to fetch().
I have my plugin written in MAPI C++ for outlook.
There is one requirement wherein if user does GAL delete, I want to clear the cache of outlook for which there is a switch /CleanAutoCompleteCache which will clear the whole AutoComplete list of outlook.
Now I know that I can do it by any power shell script or something but I want to do it from my code only. i.e the code from which outlook gets restarted automatically.
OR
Is there a way to pass this /CleanAutoCompleteCache switch while user opens outlook by double clicking the icon or Outlook.exe file?
You can specify command line arguments when your application starts a new process, for example, to start an external application you could use the following code:
#include <stdlib.h>
...
system("cmd.exe")
The second argument allows specifying parameters.
However, you need to close Outlook before launching a new instance and applying the command line argument for clearing the autocomplete list. For that reason, you can develop an external application which can launch Outlook with a specified command line, but that application should be scheduled from your add-in to run and when the outlook.exe process doesn't exist. So, in your VSTO add-in you schedule the external application (or just run it and wait until Outlook goes out from the list of running applications) and close Outlook (see the Quit method of the Application class).
After compiling the Unreal Engine FaceARSample project the user can send the iPhone's facial blendshape data via the AppleARKitLiveLink plugin to a computer on their network with an IP address they define. I want to change it so the user can edit other LiveLink settings as well. Most importantly, the Subject Name.
So I found in the FaceARSample where the LiveLink source is created, inside of AppleARKitFaceSupportlmpl.cpp. The console command "LiveLinkFaceAR SendTo= [IP Address] " is used to change where LiveLink is publishing to. Upon pressing a button in the compiled app this console command is triggered which uses the line of code below to send the data over the network:
RemoteLiveLinkPublisher = FAppleARKitLiveLinkSourceFactory::CreateLiveLinkRemotePublisher(RemoteIp);
I've tried to make my own AppleARKitLiveLinkSourceFactory through blueprints but I couldn't figure it out. I found that I could edit the default subject name in the AppleARKit Project Settings. Is it possible to give the user access to these project settings via blueprints?
I'm confused about where to start. I've taken a look at the Maya LiveLink plugin, read the Unreal Engine documentation,and studied C++ for about 4 weeks now but I'm still confused. Do I need to somehow create an Unreal Engine module and #include the AppleARKit plugin then derive my own class from the AppleARKitLiveLinkSourceFactory? Do I need to create my own AppleARKit plugin from scratch?
Here's the documentation I read:
https://docs.unrealengine.com/en-US/Engine/Animation/LiveLinkPlugin/LiveLinkPluginDevelopment/index.html
You need to create your own plugin or game code, there you need to include the AppleARKit module editing your Build.cs then you can use their exported classes.
By instance all settings you can see in the project settings are driven by static UObjects, you can access all them if they are expose using something like this:
class* myclass = GetMutableDefault<>();
In this case you want to look for UAppleARkitSettings, now that been said, looks like that variable is protected, so you will not be able to modify it at all. if you really want to modify it through custom nodes in blueprints, you have 2 options, if you have the source, just change it to public, second option is remove the plugin from your engine, and paste it in your per project plugin folder and edit it there.
that's the closest you can go, nevertheless I suggest you changing that from the settings, looking to the architecture I can't see a valid reason to change that via BP, but it is up to you
Cheers and hope that helps
I am not sure if anyone has encounter this when trying to integrate google cloud speech in their ios projects. I am getting a EXC_BAD_ACCESS on EC_GROUP_get_curve_name in BoringSSL.
In my project, in order to get it to compile, I had to redefine symbols in Other C flags since I had another library using openSSL that is being used as well in another library.
Here is the call stack for the crash whenever I do a gRPC call:
Any help will be appreciated.
UPDATE:
After digging a bit deeper, I noticed that when it tries to retrieves the EC_GROUP in ec_key.c, the key value is completely different than what it's been passed in from SSL_CTX_set_temp_ecdh (ssl_lib.c). The reference to group is no longer there when it tries to retrieve the group.
I've developed an app with sencha touch 2.3.1, in development mode all runs fine. When I run from command line "sencha app build production" everything looks good, not even a single warning is given.
When I try to run the app I see the loading screen and immediately see this message:
Error evaluating http://somepath.com/app.js with message: TypeError: Cannot call method 'getController' of undefined
I've checked three times all dependencies, every view has its required views in the requires part. I've addedd all requires that came to my ming, also in controller classes, everywhere but it didn't fix the problem. My application use the getController method in a couple of places in views and in controllers, e.g.
var controller1 = MyApp.app.getController('Controller1');
var variable = controller1.... etc etc;
in development mode all works fine.
Do you have any insight please?