Using particles in cocos2d android - cocos2d-android

I'm working on a game for android using Cocos2D-android and when I'm trying to use the CCQuadParticleSystem class, the CTOR just returns null. I spent hours searching for an example or a tutorial on this and all I found was other people asking about the same exact thing. It just returns null. I have my .plist file in my assets folder - the same file which is working just great with Cocos2D-X and IOS. According to the good people at github.com it should work so I must be doing something wrong but like I said... it just returns null when I call the CTOR with or without casting:
CCQuadParticleSystem p1 = (CCQuadParticleSystem) CCQuadParticleSystem.particleWithFile("fire.plist");
CCParticleSystem p2 = CCQuadParticleSystem.particleWithFile("fire.plist");
Please, anyone ???
if It's of use, this is the .plist file I'm working with

Have a look on this example :
link for plist
you'll get the way how to handle plist file .

Related

(ROS) Failed to create global planner

My setup is: ROS melodic, Ubuntu: 18.04
I want simulate turtlebot3 moving with my own global planner and have been following this tutorial to get started: http://wiki.ros.org/navigation/Tutorials/Writing%20A%20Global%20Path%20Planner%20As%20Plugin%20in%20ROS#Running_the_Plugin_on_the_Turtlebot. The tutorial seem to be made for ROS hydro, but as it was the best source of guidance I could find I hoped it would work.
The error I'm having is:
Failed to create the global_planner/GlobalPlanner planner, are you sure it is properly registered and that the containing library is built? Exception: MultiLibraryClassLoader: Could not create object of class type global_planner::GlobalPlanner as no factory exists for it. Make sure that the library exists and was explicitly loaded through MultiLibraryClassLoader::loadLibrary()
To my knowledge I've followed the tutorial as much as possible with a only a few things done differently because I wanted to test it, couldn't do as the tutorial asked, or because I thought it wouldn't impact the results. What I have done differently is:
I use the carrot_planner.h and carrot_planner.cpp files in the tutorial section 1 to test that it works before trying with my own code to avoid confusion about where possible errors come from. It's not 'different' from the tutorial to my knowledge, but figured I'd mention it. They are placed in catkin_ws/src/carrot_planner/src/global_planner/
The ros package I'm working from is in catkin_ws/src and is called the carrot_planner. In the tutorial step 1.3 I use add_library(global_planner_lib src/global_planner/carrot_planner.cpp). Would not imagine it affects the results either.
In section 3 of the tutorial it mentions that 'First, you need to copy the package that contains your global planner (in our case global_planner) into the catkin workspace of your Turtlebot (e.g. catkin_ws).' Since my package was already in catkin_ws/src/ I haven't moved it since I guess I didn't need to.
I've altered the 'move_base.launch' file in '/opt/ros/melodic/share/turtlebot3_navigation/launch/' instead of the 'move_base.launch.xml' in '/opt/ros/hydro/share/turtlebot_navigation/launch/includes/' as there doesn't seem to be a destination '...turtlebot3_navigation/launch/includes/'. There are files in launch, but no includes folder. Maybe that a difference from Hydro to Melodic, I don't know. There may be a whole lot of things that need to be done differently from the tutorial when using Melodic, or with turtlebot3, but I don't know.
I haven't made my own launch file for bringup of the turtlebot, but have instead followed this tutorial (https://emanual.robotis.com/docs/en/platform/turtlebot3/nav_simulation/) to guide me with turtlebot3. After finishing this step in the global planner tutorial 'Save and close the move_base.launch.xml. Note that the name of the planner is global_planner/GlobalPlanner the same specified in global_planner_plugin.xml. Now, you are ready to use your new planner' I tested whether it worked by running: 'roslaunch turtlebot3_gazebo turtlebot3_world.launch' and then I tried running: 'roslaunch turtlebot3_navigation turtlebot3_navigation.launch map_file:=$HOME/map.yaml' which led to the error I showed above. I have created the map-yaml, so there's no misunderstanding whether that's missing.
I would be very glad for any help, thank you ^^
Edit: My system only had 'navfn' on it, not 'global_planner' or 'carrot_planner', if that makes a difference.
After looking over the code I found a solution. It doesn't make everything work perfectly yet, but seems to solve the immediate problem.
The problem was that in my 'global_planner_plugin.xml' I just used the code provided in the tutorial:
<library path="lib/libglobal_planner_lib">
<class name="global_planner/GlobalPlanner" type="global_planner::GlobalPlanner" base_class_type="nav_core::BaseGlobalPlanner">
<description>This is a global planner plugin by iroboapp project.</description>
</class>
</library>
But in the carrot_planner.cpp file it says:
PLUGINLIB_EXPORT_CLASS(carrot_planner::CarrotPlanner, nav_core::BaseGlobalPlanner)
Changing type="global_planner::GlobalPlanner to type="carrot_planner::CarrotPlanner and then launching turtlebot3 doesn't give the same error anymore.

COCOS2D AUDIO ENGINE

I am experiencing some issues playing music in my game through cocos2d and I can't seem to pin point the issue this is my code to run the music
AudioEngine::play2d("Resources/audio/musicStage1.mp3", true, 1);
of course i included the header file #include "AudioEngine.h"
As from my knowledge they phased out simpleaudioengine but the current documentations and resources that I have seen thus far keeps pointing me towards the direction of simpleaudioengine hence, i was wondering if anyone could assist me with this
Initially i tried the simpleaudio engine as all the online resources pointed towards it until i realised it was removed and i tried going into their github files to take a look at how audioengine was used and thus came up with this line of code
AudioEngine::play2d("Resources/audio/musicStage1.mp3", true, 1);
which when being ran in my game doesn't actually do anything and I would like to know if anyone knows the proper way or could point me towards the right direction
Your code looks OK to me, I can only think that the resource is not being found. I implement as follows:
auto musicVol = 1.0f;
auto gameAudioProfile = cocos2d::AudioEngine::INVALID_AUDIO_ID;
if (gameAudioProfile == cocos2d::AudioEngine::INVALID_AUDIO_ID) {
gameAudioProfile = cocos2d::AudioEngine::play2d("Rusty.mp3", true, MusicVol);
}

SDL2 ios How to get UIViewController pointer

I'm making a mobile game with SDL2 which will be initially developed for IOS.
I have almost finnished the game development, and now, in order to integrate it with Firebase, I need a pointer to UIViewController.
After reading countless topics, I tried this:
SDL_SysWMinfo systemWindowInfo;
SDL_VERSION (& systemWindowInfo.version);
SDL_GetWindowWMInfo (sdlWindow, & systemWindowInfo))
UIWindow * appWindow = mainWindowWMInfo.info.uikit.window;
UIViewController * rootViewController = appWindow.rootViewController;
But the line "UIViewController * rootViewController = appWindow.rootViewController;" causes this error: "Incomplete definition of type '_UIWindow'"
All topics related to this sample code are at least four years old, and I'm trying hard, but I haven't found any topics talking recently about how to get UIViewController in an SDL2 / ios project.
So, my questions are:
Is the sample code above still working in the current versions of SDL2 or has something changed in the latest version and this sample code no longer works?
If the sample code still works, what can I do wrong to cause this “Incomplete definition of type '_UIWindow'” error?
If this sample code no longer works in SDL2, how can I get a UIViewController pointer in the current version of SDL2?
Any help is welcome because I have been stuck in this problem for days. I've been working on this game for ten months and solving this problem is the last task left to complete it , so I really need to solve this issue.
I solve this problem. Everything is OK in SDL, I was using a .cpp file in this code, but I needed to use .mm file here.
So, when I switched the file name from cpp to mm, the problem has solved.

Integrating SDelete into C++ Program

I am trying to securely clear out a directory using SDelete. I know that this is used from the Command line, but how I would I go about automatically clearing the directory from my C++ code, also using Qt if this has a built any built in functions. I could not find anything with searching and this is my first time doing something like this. Any help would be greatly appreciated, thanks.
It is good that you're not trying to re-create the functionality of SDelete. It would be a LOT of work to do as good as a job as what SDelete does. Invoking the existing application is a wise choice.
Now, on to your question... If you want to use QT, then what you need is something like this:
QString path = QString("sdelete", QStringList() << "Bogus.txt");
QProcess sdelete;
sdelete.start( path );
sdelete.waitForFinished();
That will start the process sdelete with the parameter Bogus.txt and then wait until the application is finished.
More Info: https://doc.qt.io/archives/qt-4.8/qprocess.html#start
Edit from OP : I found that using the following worked for me with the argument being passed in being a QString.
QProcess::execute("sdelete -s path");

Getting an incorrect permissions screen in the webview Blackberry 10 Cascades Beta 3 SDK in Dev Alpha Simulator

I am trying to make dynamically generated html 5 graphs show up in a webview in Blackberry 10 Cascades. I have confirmed the html5 that I have generated, draws the correct graphs. My problem is that when I try to implement this in the Blackberry 10 Cascades Beta 3 SDK (using the Blackberry 10 Dev Alpha Simulator), the webview that is supposed to show the graph, just looks like this:
Here is the code that leads to this error:
//html_ already contains the html-5 code to make the graph at this point in the code
//This is the file path to a local file that is actually accessable in the emulator
//and not just from Windows
//
QFile *chartFile = new QFile("app/native/assets/data/chart.html");
if (chartFile->open(QIODevice::WriteOnly)) {
chartFile->write(html_.toUtf8());
chartFile->flush();
chartFile->close();
}
if (chartFile) delete chartFile;
if (graphView_) {
graphView_->setHtml("");
graphView_->setUrl(QUrl::fromLocalFile("app/native/assets/data/chart.html"));
}
I checked the permissions of that file, put they are all Allow (777 permissions for those who know Unix style permissions).
I added access_internet to the bar-descriptor.xml, eventhough my app was already able to access remote sites, just to see if that would fix it, but it did not.
I've been searching around trying to find a solution to this problem, but I have not.
If anyone could help me out with this, it would be greatly appreciated.
-------------------------------------------------------
Update:
I changed the code to set the html directly, now I have this:
if (graphView_) {
graphView_->setHtml(html_, QUrl("app/native/assets/data/chart.html"));
}
But nothing shows. It seems I have the wrong relative path relative to my base url.
My base url is this: QUrl("app/native/assets/data/chart.html")
My relative paths all begin with: ./Highcharts/js/...
My relative paths are located under: app/native/assets/data/Highcharts/js
It seems to me that I this should work, but when I do this, I just a blank screen, as if it can not find my relative paths. So I don't know what's going on here either.
I found a solution that works. I'm using the first approach, not the updated approach, but instead of
graphView_->setUrl(QUrl("app/native/assets/data/chart.html"));
I'm using:
graphView_->setUrl(QUrl("local:///assets/data/chart.html"));
And I have left the rest of the code the same, and it works.