Add Toxi library to Processing - opengl

I'm making a visualization with processing and opengl. I saw an example on this site: http://blog.blprnt.com/blog/blprnt/just-landed-processing-twitter-metacarta-hidden-data.
Now, I want to use toxi for my visualization. I understand that it's a library. But I don't know how to "set it up." How can I download it (even this is confusing) and how can I add it to make processing work?
(Right now, I get an error saying toxi is not added.)
Thanks

1) Download the latest toxiclibs zipfile from https://bitbucket.org/postspectacular/toxiclibs/downloads/
2) Unzip the file to the /libraries subdirectory of the processing directory
3) Start Processing and the library examples can be found under menu Sketchbook > Libraries > Toxiclibs

Open Processing.
Go to File->Preferences.
Notice the value of the field labeled "Sketchbook location:".
Open this path in a file browser.
Inside that folder should be another folder called "libraries". Extract the toxiclib library and copy it into this location.
Restart Processing, open the the *.pde sketch and click run.
This worked for me, but it took me a little while to realize that the "libraries" folder was in my "sketchbook"...which none of the other answers mentioned.
e.g. After copying in toxiclib, my path looks like:
/home/myusername/sketchbook/libraries/toxiclibs-complete-0020

Related

Applying a Patch to a library using MinGW?

There's a similarenter link description here It's on the below link.
I have been given a patch on an email and I need to create a patch file. I have just pasted the contents into a text file and saved it as 'All Files' as file.patch. As far as I can tell this is correct.
This patch will apply to multiple files in a library.
I'm not sure how to apply the patch. I'm guessing that this is done using MinGW but I'm not sure how. I have set the above directory to the library in the command line like this..
cd c:\library
I place the patch file in this libraries base director and write the name of the patch.
file.patch
When I do this (I have tortoise svn installed on my pc) a the patch file opens up with a bunch of colors (Red/Yellor/Green) highlighting some of the text in the file.
Does this mean the patch automatically applies or am I going about this completely the wrong way?
I can't put the patch on the internet but the explanation above is clear.
If I have it all wrong would someone mind explaining how I apply a patch using MinGW on Windows? Thanks

Installing OpenCart extensions locally

When installing OpenCart extensions, you´re generally given a bunch of folders that should be copied to the root directory and the extension files will find their way to the right subfolders. This works great in FTP software, but on a local installation (Mac OSX) using Finder, this operation makes Finder want to overwrite the folders completely, deleting the actual site and just keep the extension.
I can hold Alt when dragging the folders and it will give me the option to not overwrite, the problem is I have hidden files visible, which means there's now a .DS_STORE file in each folder and the ”Hold ALT”-approach doesn’t work in case there are ANY duplicate files in any of the folders.
I’m sure someone out there has stumbled upon the same problem, any ideas for how to solve such a simple but annoying problem? I do not wish to use FTP software for local file management.
I have the same problem, and i found 3 different ways to solve this:
a - use another file manager, i personally use "Transmit" to do this sort of things;
b - use terminal, like: ditto <source> <destination>. Or easier way just type ditto, and drag the source folder, then drag the destination folder, all inside source will merge inside destination;
c - unzip the plugin, inside the OC folder using the terminal, like: tar -zxvf plugin.zip;

How to add and use .zip (or .pak) files to c++ project?

I'm compiling CEF (Chromium Embedded Framework) for our local html5 presentation.
I should say I'm very new for all this (CEF and C++).
I've already optimized cefclient project for the presentation, but I need to embed all html/js/css/etc files into project (reading from local storage is not an option).
As I understood, I should use .zip or .pak (renamed zip) files to embed. But how can I use them inside the project?
Should I use some lib for unzipping (zlib?) or there is another popular way? And how can I be sure that files will be compiled into project?
Sorry for such basic questions but there are very few information about this (or google hates me today).
Thank you for any help!
UPD: found great tool - WBEA (http://asterclick.drclue.net/WBEA.html), it looks like exactly what I want to, but works pretty slow (with JS).
UPD 2: It turns out that there are many ways to make HTML5 desktop application, for example Node-Webkit.
Here is an article that compares some of them http://clintberry.com/2013/html5-apps-desktop-2013/
You need:
Create zip file whitin your resources.
Embed it as win32 resource (after this step you will get correct executable with .zip file inside).
Create custom scheme handler to access this zip file.
CefZipReader class will be handly to implement handler from step 3.
Look around, may be something like what you want already exist somewhere.
This sounds very similar to self extracting installers.
No need to compile anything, just concatenate the zip to the end of the executable. All you need to do is find the offset at runtime from the start of the executable. This can be done easily by writing a large magic number and looking for it later.
Example Linux:
cat app magic_number data > new_app
Example Windows:
copy app.exe /B + magic.dat /B + data.dat /B new_app.exe

Saving AVI files in C++ after creating

I'm using Wischik's example code for creating AVI files, however after I run the code and it exits successfully no AVI file is created. I looked through the code and cannot find where it writes/saves/creates an AVI file on your computer. Does anyone know where the code saves AVI file or if it doesn't, a way to make it save the AVI file created to your computer? Thanks
link to source code here
Wischik source code
You should find test.avi in the project directory. Since you know it's name, you could also use Windows explorer to search for it.
To examine further, (assuming you are using VC++), goto
Tools > Options > Projects and Solutions > VC++ Directories,
and Show Directories for Include files.
That will tell you where the headers are.
Alternatively, set a break point at the line where AVIFileOpen is called, and follow the execution path to see what it does.

WxWidgets - Unable to load images

I recently started working with WxWidgets (2.9.4) and was working through a tutorial I found, but it seems that I'm unable to load any images. I've already properly used the handler (for PNG) and the problem happens at run-time. Below is an image of the popup that is displayed when attempting to run the program.
Here is the code:
wxPNGHandler *handler = new wxPNGHandler;
wxImage::AddHandler(handler);
wxBitmap exit;
exit.LoadFile(wxT("exit.png"), wxBITMAP_TYPE_PNG);
wxToolBar *toolbar = CreateToolBar();
toolbar->AddTool(wxID_EXIT, exit, wxT("Exit"));
toolbar->Realize();
Connect(wxID_EXIT, wxEVT_COMMAND_TOOL_CLICKED, wxCommandEventHandler(mainWindow::exitProg));
Any help is appreciated.
EDIT: I forgot to mention that when I click Cancel, this happens:
I placed the exit.png file in the build directory (/Debug or /Release) as well as the source code directory, but it still has yet to see it.
What is your working directory?
If you are using visual studio and running using the interface ( F5 or ctrl-F5 or the little run button in the toolbar ) then your working directory is the folder containing the project file. So try copying your image file there.
Or open a command window, cd to one of your build directories, and run your app from the command line.
In general, to avoid this sort of problem, I alter the project properties so that the executable is NOT stored in one of the build folders, but in a new folder ( which I usually call 'bin' - my unix roots are showing! ) and also alter the debugging properties so that the working directory is the bin folder.
There are a couple of advantages to this technique:
Both the release and trhe debug version use the same folder, so you only need one copy of any extra file, like your image file.
It is easy to see the executable and extra files in the working directory without being distracted by all the .obj files that end up in the build folders
IMHO this is well worth the little extra trouble in maintaining non default project properties.
First of all, to avoid problems deep inside wxToolBar, always check the return code of LoadFile() or, alternatively, use wxBitmap::IsOk() to check that the bitmap was successfully loaded.
Second, while adding the handler explicitly as you did is perfectly fine, I'd recommend to just call wxInitAllImageHandlers() as it's simpler and has no real drawbacks unless you are looking to create the smallest program possible.
Finally, to address your real problem, the file clearly doesn't exist at the path you're loading it from. You can, of course, solve this by being careful not to change your working directly (or restore it after changing it) in your program and by placing the file in the correct place. But this is, as you discovered, error-prone, so a better idea is to always use full paths to your resources. To construct them, you will find wxStandardPaths useful, in particular its GetResourcesDir() method.