I am trying to publish a message using pubnub on the Particle Photon. The code snippet below comes straight out of the Pubnub example code.
The code will not compile, with the message from the compiler as follows:
PubNub/PubNub.h:87:47: error: expected class-name before '{' token
class PubSubClient: public PubNub_BASE_CLIENT {
^
PubNub/PubNub.h: In constructor 'PubSubClient::PubSubClient()':
PubNub/PubNub.h:23:28: error: class 'PubSubClient' does not have any field named 'WiFiClient'
#define PubNub_BASE_CLIENT WiFiClient
^
The code for this tiny project is as follows:
// This #include statement was automatically added by the Particle IDE.
#include "PubNub/PubNub.h"
char pubkey[] = "<key here>";
char subkey[] = "<key here>";
char channel[] = "Channel";
void setup() {
Serial.begin(9600);
Particle.publish("Serial set up");
PubNub.begin(pubkey, subkey);
}
void loop() {
TCPClient *client;
char msg[64] = "{\"photon\":\"on\"}";
client = PubNub.publish(channel, msg);
client->stop();
Delay (30000);
}
Has anyone had a similar problem, and if so, can you guide me as to how to fix this.
Thanks.
It looks like the library available in Build IDE was in an older version (0.0.1). Fixed, latest version (0.0.2) has been published.
To update library in your app you need to remove the PubNub library from your app in Apps drawer:
And then go to Libraries drawer, find PubNub library, click Include in App, select your app and confirm:
Related
I tried to connect between hololens and python server. So I used dgram socket but this is not working on hololens.
this is my code sample.
hololens client
public string conHost = "192.168.0.58";
public int conPort = 3174;
void Start()
{
ipep = new IPEndPoint(IPAddress.Parse(conHost), conPort);
clientThread = new Thread(setupSocket);
clientThread.Start();
}
public void setupSocket()
{
mySocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
}
void Update()
{
if(Send)
{
Send = false;
byte[] bytes = Encoding.UTF8.GetBytes("124306324602435");
byte[] buffer = Encoding.UTF8.GetBytes(bytes.Length.ToString());
mySocket.SendTo(buffer, buffer.Length, SocketFlags.None, ipep);
}
}
python server
sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
#server_address = "192.168.0.18", 9029
#print('starting up on {} port {}'.format(*server_address))
sock.bind(("192.168.0.58", 3174))
ready=True
while(ready):
try:
epoch_time = time.time()
data,address = sock.recvfrom(100)
fileLength = data.decode("utf-8")
print(fileLength)
except:
continue
When I play this code in unity project, it works. But in hololens, not working.
I used try-catch, I got this error messege on Update
System.NullReferenceException: Object reference not set to an instance of an object [0x00000] in <000000000000000000000000000000000>:0
It occurs because the variable mySocket is not initialized as an expected value. Actually, the implementation of System.Threading has changed in .NET 4.x in a way that is not backward compatible, and the HoloLens app uses IL2CPP scripting backend with.NET4.x but the Unity Editor uses Mono scripting backend with.NET2.x. So, it works in Unity Editor but fails to start your thread in .NET4.x, we recommended that using System.Threading.Tasks class instead. Besides, to use WinRT APIs in Unity projects built for the UWP you need to use preprocessor directives, more information please see:WinRT APIs with Unity for HoloLens
I'm making a game with cocos2d-x for Android using C++. Now I'm looking for a way to open another Android App (likes YouTube, Google Play Store, ...) using their package name from inside my game through a button . I have searched around and found that it could be done in Java code with something like this:
Intent launchIntent = getPackageManager().getLaunchIntentForPackage("com.package.address");
if (launchIntent != null) {
startActivity(launchIntent);//null pointer check in case package name was not found
}
My question is: Is it possible to open another Android App in my native code (.cpp files) or I have to put them in java side (.java files)? If I have to do it in .java files, where should I put it? I always work with .cpp files in Visual Studio, compile with cmd and run with emulator on Android Studio, I have never worked with .java files that generated by cocos2d-x in Android Studio, the engine just makes everything ready for me so I got a little confused here.
Update 1:
Abhishek Aryan's advice works but my Game crashed on resume when I'm in another App. I'm trying to performs some actions before opening others app and they might cause the crash because I could run it without any problem if I remove those action and leave openApp function alone.
My expect: Press the button => pause my game and open You Tube on Android => Press Back Button => pause You Tube and resume my game.
What happens: I could open You Tube but my App crashed when I press back button. I got the following error code from Android Studio:
A/libc: Fatal signal 11 (SIGSEGV) at 0x0004fb18 (code=1), thread 1975 (Thread-55)
Any idea how could I fix it?
My code :
auto imageOpeningAction = CallFunc::create([&]() {
mOpeningImage->setEnabled(true);
mOpeningImage->setOpacity(255);
mOpeningImage->setPosition(menuItem->getPosition());
mOpeningImage->runAction(fullScale);
});
auto imageClosingAction = CallFunc::create([&]() {
mOpeningImage->runAction(reverseScale);
mOpeningImage->setOpacity(0);
mOpeningImage->setEnabled(false);
});
auto openAnotherApp = CallFunc::create([&]() { // Open YouTube app
HelloWorld::openApp(packageName);
});
runAction(Sequence::create(imageOpeningAction->clone(), DelayTime::create(0.5f), openAnotherApp->clone(), nullptr));
Your attention and help is very much appreciated.
You need to use JNI for your requirement.
Create a method that open any app in your AppActivity.
public class AppActivity extends Cocos2dxActivity {
private static Activity activity;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
activity=this;
}
public static void openOtherApp(String packageName){
Intent launchIntent = activity.getPackageManager().getLaunchIntentForPackage(packageName);
if (launchIntent != null) {
activity.startActivity(launchIntent);
}
}
}
Done !
Not yet, now only I need to call openOtherApp method from c++ so I create a method in my .cpp file.
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/jni/JniHelper.h"
#endif
void openApp(std::string packageName){
#if(CC_TARGET_PLATFORM==CC_PLATFORM_ANDROID)
JniMethodInfo methodInfo;
const char* class_name="org/cocos2dx/cpp/AppActivity";
const char* method_name="openOtherApp";
const char* parameter= "(Ljava/lang/String;)V";
if (! cocos2d::JniHelper::getStaticMethodInfo(methodInfo, class_name, method_name ,parameter )) {
return;
}
jstring jStringParam = methodInfo.env->NewStringUTF(packageName.c_str());
methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID,jStringParam);
methodInfo.env->DeleteLocalRef(methodInfo.classID);
#endif
}
Want to open facebook call openApp(com.facebook.katana);
OK, I admit it, this is a unique case. When we build our application we are using make, so I've included my tests in a test folder under src. Then at the same level as our release folder we have created a unit-test folder that includes all of our source files and our test source files.
But my IDE is CLion, which uses CMake. In my CMakeLists.txt file, I have included:
enable_testing()
find_package(GTest REQUIRED)
include_directories(${GTEST_INCLUDE_DIRS})
add_executable(TestProject ${SOURCE_FILES})
target_link_libraries(TestProject ${GTEST_BOTH_LIBRARIES})
I am creating my first Test Fixture. Here is the code:
#include "OPProperties.h"
#include "gtest/gtest.h"
namespace {
// The fixture for testing class OPPropertiesTestTest.
class OPPropertiesTestTest : public ::testing::Test {
protected:
// You can remove any or all of the following functions if its body
// is empty.
OPPropertiesTestTest() {
// You can do set-up work for each test here.
}
virtual ~OPPropertiesTestTest() {
// You can do clean-up work that doesn't throw exceptions here.
}
// If the constructor and destructor are not enough for setting up
// and cleaning up each test, you can define the following methods:
virtual void SetUp() {
// Code here will be called immediately after the constructor (right
// before each test).
}
virtual void TearDown() {
// Code here will be called immediately after each test (right
// before the destructor).
}
// Objects declared here can be used by all tests in the test case for OPPropertiesTestTest.
};
TEST_F(OPPropertiesTestTest, ThisTestWillFail) {
EXPECT_EQ(0, 2);
}
} // namespace
int main(int argc, char **argv) {
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}
Here is an image capture:
Notice the syntax checker errors in my TEST_F function. When I started to type TEST_F code completion is trying to find a Boost Test Function.
Can someone tell me what else I need to add to the CMakeLists.txt file or what I am not doing that GTest functions are not being recognized?
As πάντα ῥεῖ pointed out, I hadn't actually tried to build the code. When I did I first received a linker error for pthread, so we added the following line the the CMakeLists.txt file:
target_link_libraries(OnePrint pthread)
Then I tried again to build and received these errors:
/home/user/gtest-1.7.0/lib/.libs/libgtest.so: undefined reference to `pthread_key_create'
/home/user/gtest-1.7.0/lib/.libs/libgtest.so: undefined reference to `pthread_getspecific'
/home/user/gtest-1.7.0/lib/.libs/libgtest.so: undefined reference to `pthread_key_delete'
/home/user/gtest-1.7.0/lib/.libs/libgtest.so: undefined reference to `pthread_setspecific'
collect2: error: ld returned 1 exit status
So, I ran a search on these errors and found this question.
The answer that worked for me was here.
We are migrating our project from Qt 4.8 to 5.4. We use multiple contexts in multiple thread. We use GLEW MX for this purpose (We make the context we desire current then call glewInit() on a local instance of GLEWContextStruct).
I'm trying to change QGLWidget and QGLContext to QOpenGLWidget and QOpenGLContext but I ended up not being able to initialize glew anymore.
GLEW doesn't return an error but glGetError() does.
I did install Qt 5.4 64 with OpenGL version.
Here is the code reduced to a minimum :
#include <QtWidgets/QApplication>
#define GLEW_MX
#define GLEW_STATIC
#include <GL/glew.h>
#include <qopenglcontext.h>
#include <qwindow.h>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
bool errQt;
int errGlew;
GLenum errorGL;
QSurfaceFormat requestedFormat;
requestedFormat.setVersion(3, 3);
requestedFormat.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
//Creates the QGLWidget using the current context:
QWindow window;
window.setSurfaceType(QSurface::OpenGLSurface);
window.setFormat(requestedFormat);
window.create();
//Create context
QOpenGLContext context;
context.setFormat(requestedFormat);
errQt = context.create(); //true
//Bind context
context.makeCurrent(&window);
//Glew context creation
GLEWContext* pCtx = new GLEWContext; //All forwards undefined
//Release context
context.doneCurrent();
return 1;
}
Any suggestion ? Is GLEW alright with Qt5.4 ?
EDIT 1 :
It appears the problem is not Qt related. The GLEWContext created doesn't have any function forward defined (all function pointers are undefined). The code has been updated to help the reviewer not lose focus.
I use glewInit() with Qt 5.4 in my project, but I'm using QWindow as my base class, not QOpenGLWidget.
In my ctor I do this:
QRiftWindow::QRiftWindow() {
setSurfaceType(QSurface::OpenGLSurface);
QSurfaceFormat format;
format.setDepthBufferSize(16);
format.setStencilBufferSize(8);
format.setVersion(4, 3);
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
setFormat(format);
m_context = new QOpenGLContext;
m_context->setFormat(format);
m_context->create();
...
I execute my OpenGL work on a separate thread. Once the thread has started I call an setup method on my class
m_context->makeCurrent(this);
glewExperimental = true;
glewInit();
glGetError();
I've previously done this exact same setup with OpenGL 3.3 and had no issues.
You should actually get a warning about that:
#warning qopenglfunctions.h is not compatible with GLEW, GLEW defines will be undefined
#warning To use GLEW with Qt, do not include or after glew.h
Your "qopenglcontext.h" includes . To answer your question, you can use Qt + GLEW, but u can't easily mix up Qt-opengl with GLEW.
I need to play a sound file (wav or mp3 is fine) from a service in Windows 7/2008... the way we did it in WinXP doesn't work anymore. I've followed this question Play wave file from a Windows Service (C#) with no success, in various combinations. The sound plays fine through the debugger but once I install it as a service it doesn't play, and event logs prove the call is being made. I've also followed the http://bresleveloper.blogspot.co.il/2012/06/c-service-play-sound-with-naudio.html link with the same result.
Code snippet follows below. It is a C# service with VS 2010, .Net 4.0, NAudio 1.5.4.0. I am using
InstallUtil to install/remove the service.
WRT the code, I comment out the Wav or MP3 stuff and one of the methods each time... they all play the sound sucessfully.
static class Program
{
[DllImport("kernel32.dll")]
public static extern Boolean AllocConsole();
static void Main(string[] args)
{
m_eventLog = new EventLog();
m_eventLog.Source = "EventLoggerSource";
if(args.Length > 0 && args[0].ToLower() == "/console")
{
AllocConsole();
EventLoggerApp app = new EventLoggerApp();
app.Start();
m_eventLog.WriteEntry("INFO (Calling Player)");
string fileFullPath=#"c:\aaasound\bunny_troubles.wav",fileFullPath2=#"c:\aaasound\dreams.mp3";
// Wav file
IWavePlayer wavePlayer=new WaveOutEvent(); // Method 1
IWavePlayer wavePlayer=new WasapiOut(NAudio.CoreAudioApi.AudioClientShareMode.Shared,false,100); // Method 2
AudioFileReader audioFile=new AudioFileReader(fileFullPath);
audioFile.Volume = (float)1.0;
wavePlayer.Init(audioFile);
// MP3 file
IWavePlayer wavePlayer=new WasapiOut(NAudio.CoreAudioApi.AudioClientShareMode.Shared,true,100); // Method 1- EventSync/not both work
IWavePlayer wavePlayer=new WasapiOut(NAudio.CoreAudioApi.AudioClientShareMode.Exclusive,false,100); // Method 2- EventSync must be false or throws an exception
WaveStream mp3Reader = new Mp3FileReader(fileFullPath2);
WaveChannel32 inputStream=new WaveChannel32(mp3Reader);
WaveStream wavStream=new WaveChannel32(inputStream);
wavePlayer.Init(wavStream);
//this.wavePlayer.PlaybackStopped += new EventHandler(wavePlayer_PlaybackStopped);
wavePlayer.Play();
while(wavePlayer.PlaybackState == PlaybackState.Playing)
{
Thread.Sleep(100);
}