I am aware that I can use
let f = File::open("/dev/input/event0").unwrap();
let dummy = evdev_rs::UInputDevice::create_from_device(&Device::new_from_fd(f).unwrap()).unwrap();
But how would I create a dummy device that would be able to do all events(keyboard, mouse, etc) from no previous model? Also, I do not completely understand evdev, but if I were to receive an event from my keyboard and then write that exact event to the dummy would it work?
Edit: Sorry for the ambiguity, I realized that I actually want to create a UInputDevice able to produce events.
Related
I'm currently trying to develop an Anki addon that changes the note type of a card when in the card browser.
To accomplish this, I'm initially hooking into the editor shortcuts via aqt.gui_hooks.editor_did_init_shortcuts.append(), then adding a shortcut that sends a callback to another function, passing in aqt.editor.Editor into a function
the problem is I'm now having a hard time changing the note type of the card.
I've tried editor.note.note_type = mw.col.models.by_name(note_type), but it doesn't seem to change anything.
I've looked at other anki extensions, but it seems they change the note_type by modifying the notetype_chooser.selected_note_type_id field of aqt.addcards, which is not found in aqt.editor.Editor
here's the code I have so far:
def editor_switch_note_card_type(editor: aqt.editor.Editor, note_type: str):
# doesn't do anything
editor.note.note_type = mw.col.models.by_name(note_type)
# does something
editor.note['Front'] += 'hello world'
# not sure if this does anything
mw.col.update_note(editor.note)
# editor_init_shortcuts binds editor_switch_note_card_type to a shortcut key when editor is focused
aqt.gui_hooks.editor_did_init_shortcuts.append(editor_init_shortcuts)
I am trying to demodulate a modulated FM Signal. As you can see in the code below I use fmmod to modulate the FM signal, however when I use fmdemod or ademodce then neither returns anything similar to the original signal. For fmdemod I believe it is that you can not enter freqdev as in fmmod, so it does not perform the reverse. With ademodce I have no idea why that is not working. Is there any other Octave function I can use to attain the original signal again or how do I use either one of these two correctly to do it?
See example code below:
[sound2,fs]=audioread('sound2.wav');
fc=7500;
freqdev=100;
dt=1/fs;
len=length(sound2)*dt;
t=0:dt:len;
t=t(1:end-1);
t1=t(1:end-1);
FMmod=fmmod(sound2.',fc,fs,freqdev);
FMDemod=ademodce(FMmod,fs,"fm",freqdev); %Or fmdemod(FMmod.',fc,fs) Neither is working.
sound(sound2,fs)
sound(FMDemod,fs)
subplot(2,2,1),plot(t,sound2),title('Original Sound');
subplot(2,2,2),plot(t,FMmod,'r'),title('FM Modulated');
subplot(2,2,3),plot(t,FMDemod,'g'),title('FM De-Modulated');
subplot(2,2,4),plot(t,FMmod-sound2.'), title('Carrier Signal');
I am trying to perform a basic merge operation to add nonexistent nodes and relationships to my graph by going through a csv file row by row. I'm using py2neo v4, and because there is basically no documentation or examples of how to use py2neo, I can't figure out how to actually get it done. This isn't my real code (it's very complicated to handle many different cases) but its structure is basically like this:
import py2neo as pn
graph = pn.Graph("bolt://localhost:###/", user="neo4j", password="py2neoSux")
matcher = pn.NodeMatcher(graph)
tx = graph.begin()
if (matcher.match("Prefecture", name="foo").first()) == None):
previousNode = pn.Node("Type1", name="fo0", yc=1)
else:
previousNode = matcher.match("Prefecture", name="foo").first())
thisNode = pn.Node("Type2", name="bar", yc=1)
tx.merge(previousNode)
tx.merge(thisNode)
theLink = pn.Relationship(thisNode, "PARTOF", previousNode)
tx.merge(theLink)
tx.commit()
Currently this throws the error
ValueError: Primary label and primary key are required for MERGE operation
the first time it needs to merge a node that it hasn't found (i.e., when creating a node). So then I change the line to:
tx.merge(thisNode,primary_label=list(thisNode.labels)[0], primary_key="name")
Which gives me the error IndexError: list index out of range from somewhere deep in the py2neo source code (....site-packages\py2neo\internal\operations.py", line 168, in merge_subgraph at node = nodes[i]). I tried to figure out what was going wrong there, but I couldn't decipher where the nodes list come from through various connections to other commands.
So, it currently matches and creates a few nodes without problem, but at some point it will match until it needs to create and then fails in trying to create that node (even though it is using the same code and doing the same thing under the same circumstances in a loop). It made it through all 20 rows in my sample once, but usually stops on the row 3-5.
I thought it had something to do with the transactions (see comments), but I get the same problem when I merge directly on the graph. Maybe it has to do with the py2neo merge function finding more identities for nodes than nodes. Maybe there is something wrong with how I specified my primarily label and/or key.
Because this error and code are opaque I have no idea how to move forward.
Anybody have any advice or instructions on merging nodes with py2neo?
Of course I'd like to know how to fix my current problem, but more generally I'd like to learn how to use this package. Examples, instructions, real documentation?
I am having a similar problem and just got done ripping my hair out to figure out what was wrong! SO! What I learned was that at least in my case.. and maybe yours too since we got similar error messages and were doing similar things. The problem lied for me in that I was trying to create a Node with a __primarykey__ field that had a different field name than the others.
PSEUDO EXAMPLE:
# in some for loop or complex code
node = Node("Example", name="Test",something="else")
node.__primarykey__ = "name"
<code merging or otherwise creating the node>
# later on in the loop you might have done something like this cause the field was null
node = Node("Example", something="new")
node.__primarykey__ = "something"
I hope this helps and was clear I'm still recovering from wrapping my head around things. If its not clear let me know and I'll revise.
Good luck.
I have a Zebra RFD8500 here and I connected to it via the terminal. I am trying to use the ZETI command read to access epc's, but it does not read anything.
But if I use the ZETI command inventory it finds all the tags around.
Anyone knows how to use the read command properly? Also is there some kind of filter per default on?
I am using the developer example on page 174 Link to PDF
Not sure if you solved this problem, but I couldn't find anything else via Google. I had the same problem with using read in ZETI (Zebra RFD8500). The Zebra tech support told me that to use access operations like read and write, you have to turn off dynamic power (which I think is on by default).
Unfortunately, I am not using the iOS API/SDK (writing a custom one for another device), but here's the gist of what you'd be doing:
Turn off dynamic power
Do an inventory
Read some memory bank, like the EPC bank. Optionally, you can also specify access criteria to single out a tag.
To test how this worked in ZETI, I screened into the RFD8500 (on my Mac, doing ls /dev/tty.RFD* lists several ttys, I chose the one ending in "-R"):
screen /dev/tty.RFD8500{long number}-R
Then I issued these commands:
dp .disable
in
rd
Commands:
dp = setdynamicpower
in = inventory
rd = read
After issuing "rd", you should be able to see the user memory banks (the default bank for the "rd" command).
I've recently started Coding a program that will replace sound effects from a default directory, in the Source-Engine Game, Garry's Mod.
This is the current code:
function GM:PlayerFootstep( ply, pos, foot, sound, volume, rf )
ply:EmitSound("gear1")
return true
end
I want to emit multiple .wav Sound effects, without them overlapping, and being selected at random.
I have not found any Source helpful enough on the Internet to assist, so i resorted to Stack Overflow.
I would appreciate assistance with the topic.
You'll want to look at the file.Find function for this.
I'd recommend having a custom folder such as sound/customsteps/ where you can put all your custom sounds. I would also recommend using the .wav format for the sound files, but some others do work (.mp3 and .ogg if I recall correctly).
In your code, simply call local snds=file.Find( "sound/customsteps/*", "GAME" ) which gives you a table, then you can simply choose a random one from the list using local snd=snds[math.random(1,#snds)] and play it as you do in your above code - ply:EmitSound(snd).
Make sure you create the table of sounds outside of the GM:PlayerFootstep function, so that it only runs once. I would also recommend precaching all the sounds. You can do this by looping through the table and calling util.PrecacheSound(path) on them, like so:
for k,v in pairs(snds) do
util.PrecacheSound(v)
end
So, with all that in mind - your final code should look something like this:
local snds=file.Find( "sound/customsteps/*", "GAME" )
for k,v in pairs(snds) do
util.PrecacheSound(v)
end
function GM:PlayerFootstep( ply, pos, foot, sound, volume, rf )
ply:EmitSound(snds[math.random(1,#snds)])
return true
end
Source: personal experience