I am new to ndk development and I am trying to build an application for augmented reality. For that I am referring to Vuforia's sample projects, and then I will implement my application by making some changes.
My problem is that I cannot build the path for the library. I am new to Vuforia so I do not know how to do it properly. I have searched a lot for help and I am also trying to find instructions on the original site.
Here is the link for Step 3.
Can anybody please explain to me how I can build the Image Targets shared library?
Currently I get this error:
The library libQCAR.so could not be loaded The library
libUserDefinedTargets.so could not be loaded
Related
ALL,
Does anyone succeeds building a client to libmysqlclient on Windows?
Following this instructions I can build the library itself
But then trying to follow mySQL documentaton which reads
To specify header and library file locations, use the facilities provided by your development environment.
With the old mySQL-Connector-C I was able to download just the code for the connector build it and then it had only 1 mysql.h
With the new library (8.0) I have t get the whole package, and there fore it will have multiple copies of mysql.h (yes, I did check by dong search of the file from Windows Explorer and Terminal/Bash).
In terms of library - it is easy as it will be hopefully just one and I can sue -L option for the linker.
But how do I get the proper include folder?
TIA!!
BTW, the tag here needs t be changed - it is not called connector-c anymore
I am getting into a position where I have to use other people code for projects, for example openTLD. I want to change some of the code to give it more functionality and use it in a diffrent way. What I have found is that many people have packaged their files in such a way that you are supposed to use
cmake
and then
make
and sometimes after that
make install
I don't want to install the software on my system. What I am looking to do is get these peoples code to a point where I can add to it in Eclipse or even just using Nano and then compile it.
At what point is the code in a workable/usable state. Can I use it after doing cmake or do I need to also call make? Is my thinking correct that it would be better to edit the code after calling cmake as opposed to before? I am not going to want my finished code to be cross platform supported, it will only be on Linux. Is it easer to learn cmake and edit the code befor running cmake as opposed to not learning cmake and using the code afterwards, if that is possible?
You question is a little open ended.
Looking at the opentld project, there is a binary and a library available for use. If you are interested in using the binary in your code, you need to download the executables(Linux executables are not posted). If you are planning to use the library, you have two options. Either you use the pre-built library or build it during your build process. You would include the header files in your custom application and link with the library.
If you add more details, probably others can pitch in with new answers or refine the older ones.
I've made a hello world module for orchard following this tutorial http://docs.orchardproject.net/Documentation/Building-a-hello-world-module
I've opened up the csproj in VS2012 and changed the projecttype guids to be MVC https://stackoverflow.com/a/12811015/828859
When I build the module in MVC orchard uses the published DLL.
When i attempt to go to the /helloworld route i get 404 resource cannot be found
When i save a file and let the dynamic compilation in orchard do it's thing it works fine.
I would like to be able to deploy with a DLL so does anyone have any ideas on the problem?
Ok, two things.
First - you won't be able to deploy your module as a single DLL. There are lots of things that do not get compiled into the DLL, eg. the Module.txt manifest. It has to be there under /Modules/<YourModuleName> (as well as module's .csproj file, .cshtml files and some more). Otherwise, Orchard won't be able to find your module.
So the source code for the module has to be there, although if you build it and the module's DLL is in /Modules/<YourModuleName>/bin folder, dynamic compilation won't kick in.
Second - module development should be done using full source code - not with the downloaded deployment package. Please read here how to get full source code.
I am new to Ogre. I downloaded OgreSDK_vc9_v1-7-4 and I want to run it using VS2008. After I extract the source code from it, I open folder OgreSDK_vc9_v1-7-4\Samples\Browser. It builds and runs successfully.
But then an error dialog appears.The information is :
ERROR:
These requested sample plugins were either missing, corrupt or invalid.
_:.\Sample_BezierPatch_d
_:.\Sample_BSP_d
etc
I did this as the book "OGRE 3D 1.7 Beginner's Guide" said. Have I missed something?
When building Ogre, make sure you build the entire solution. That is, the main Ogre.sln in the main folder. The problem you're seeing is most likely due to some components not getting built when you perform only a partial build.
I am experimenting with ServiceStack's JSON engine. I grabbed the MonoTouch binary build, v2.20. Works fine from simulator, but from the iOS device (iPad2, iOS5) I get an exception thrown by the type initializer for JsonWriter (and not much other than that). I am using MonoTouch 5, MonoDevelop 2.8.1, and targeting iOS 5. I have disabled library linking because I am getting an error when enabled.
I created a sample and uploaded to https://github.com/t9mike/ServiceStack-JSON1.
I'm trying to determine whether the issue is my compilation options, Service Stack, or MonoTouch. Thanks in advance.
A quick partial answer that might help:
I have disabled library linking because I am getting an error when enabled.
The current (5.0) managed linker can eliminate some unused (from a static analysis point of view) code from your application. This generally occurs when using Link all option, i.e. where user code gets processed by the linker.
One alternative is using the Link SDK assemblies only that won't touch the user code (only the code shipped with MonoTouch itself will be processed by the linker).
Another alternative is adding [Preserve] attributes on your code to ensure the serializer requirements are still met after the linker has processed your code. More information about the linker and [Preserve] attributes can be found here.
The next (5.2) release of MonoTouch will include a bit more sophisticated step in the linker to ensure the basic XML serialization and DataContract requirements are not broken. Not sure if this will solve this specific case (ServiceStack JSON) but I'll have a look into it.
As for the rest of your question I'll try to build this myself and duplicate your issue.
I ended up grabbing the ServiceStack.Text sources from GitHub, version 3.0.3. I created a new MonoTouch library project. I had to tweak ServiceStack.Text/JsConfig.cs slightly to conditionalize away the System.Drawing.Color bits. I'll send a patch and MT csproj to the authors.
After using this new assembly, my sample MT app ran fine on the device. I have updated my sample at https://github.com/t9mike/ServiceStack-JSON1 with the new ServiceStack.Text dll.