EGL | EGL 1.5 implementation | Graphics library
kandi X-RAY | EGL Summary
kandi X-RAY | EGL Summary
EGL 1.5 implementation for Windows and X11 supporting OpenGL.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of EGL
EGL Key Features
EGL Examples and Code Snippets
Community Discussions
Trending Discussions on EGL
QUESTION
I wanted to do a small popup Window (Dialog Box) with TextInputLayout
, TextView
and button
. The thing is I have multiple fragments, with a bottomNavigationMenu
. On top of bottomNavigationMenu
i have a FloatingButton
that i want to be responsible for DialogBox
, but my app just crash without any error on emulator. Do i need to add the code to all of my fragments (or only one where i want the button to be avalible), or there is something wrong with my code.
this is a screenshot of my app with bottomNavigationMenu
, the button
in the middle have id "fab"
If there is more files required to solve this problem let me know i will add this file.
MainActivity.kt
...ANSWER
Answered 2022-Feb-17 at 19:24Could you move below code to under setContentView
QUESTION
I wrote a bunch of visualization functions in my python3 library using Mayavi. I am not very familiar with this library, nor am I with testing visualizations using python.
Ideally, I would just like the visualization code to generate some graphics on disk, I don't care too much about popping up windows (although I'm not sure to understand if Mayavi can work properly without popping such windows).
Anyway, my code works on local, but when I push it on develop, CircleCI fails at running the tests with the following error:
...ANSWER
Answered 2022-Feb-09 at 18:09I missed a dependency, qt5-default
. I ended up having these lines for Mayavi running on Docker/CircleCi:
QUESTION
I'm trying to start android emulator on apple silicon mac and I'm always getting the same results:
- Running emulator directly through Android Studio (the latest stable version, Arctic Fox 2020.3.1 Patch 4) causes a problem, when the process qemu-system-arch64 stucks and uses 99% CPU (there is no emulator's screen or something like than). Such behavior produces some logs:
internal-error-msg.txt says:
...ANSWER
Answered 2022-Feb-03 at 21:53Issue was successfully fixed in Android Emulator revision 31.2.7. Just go to Android SDK Manager and update it!
According to android emulator release notes:
QUESTION
Update: The problem does not occur with the NVIDIA driver version 510 anymore.
I am running Android Studio 2020.3.1 on Wayland and I'm using the proprietary NVIDIA driver version 495, which allows me to use the the regular GBM implementation of Wayland instead of the especially tailored EGL version.
My problem is, that every time I try to start an Android emulator (AVD) via the AVD Manager, I get the following message after a few seconds:
The emulator process for AVD Pixel_2_API_30 has terminated.
Starting the AVD from the command-line shows that a segmentation fault occurred:
...ANSWER
Answered 2022-Jan-26 at 23:15I was able to work around the segmentation fault, by disabling the Vulkan support for AVDs. This can be easily achieved by adding the following line to the file ~/.android/advancedFeatures.ini:
QUESTION
I cannot start the android emulator V30.9.4
I got this error message:
...ANSWER
Answered 2022-Jan-16 at 14:52- Try to use the host system's OpenGL driver:
QUESTION
I'm debugging a segfault-on-exit that I suspect comes to a recent change to our OpenGL-via-EGL off-screen rendering setup. Everything running on ubuntu with integrated intel graphics. The segfault only appears when OpenCV's highgui is included and used. This is probably only the canary in the coalmine so to speak, and the issue seems to stem from object lifetimes.
We have an EGLContext
class that manages all things EGL. That means choosing a /dev/dri/xyz
file handle for which device to use, and then getting a display handle. We use the extensions EGL_EXT_platform_base
, EGL_EXT_platform_device
, EGL_EXT_device_base
, EGL_EXT_device_query
and EGL_EXT_device_enumeration
.
This EGLContext
used to work fine, however since a recent optimization, it is owned by a static object, and thus destructed much later than before. In the destructor we call eglDestroyContext()
and eglTerminate()
, which both give back an EGL_BAD_DISPLAY
error. Is there an inherent lifetime to these handles, that is shorter than that of static objects? Nowhere in our code do we destroy the display connection before this moment.
While debugging the above issue, I noticed that we get different display handles on each call to eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, devicedrm, display_attr)
. The extension docs state that
Multiple calls made to eglGetPlatformDisplayEXT with the same
and
will return the same EGLDisplay handle.
Anyone knows what could be the cause of this? Am I missing something?
...ANSWER
Answered 2021-Dec-09 at 17:06I found the answer to my problem. Here you go, future googler, if you stumble across the same issue.
Thanks to the docs, I found out about EGL_LOG_LEVEL
. Setting this to debug showed me, that indeed, my display was being terminated while I still wanted to use it.
Googling led me to the mesa source, which showed me that an atexit
callback of mesa was being called, which terminated my display.
As much as I was in disbelief, apparently mesa exits before our static object is destructed, which must mean that mesa is initialized after our static object. If our EGLContext
were still a normal object, it would have been destructed long before the atexit callbacks. However, since it's now static, it is in direct "competition".
The solution I still have to implement, but it will either have something to do with initializing EGL much earlier, or with registering my own atexit call. Or something I can't think of yet...
Edit: Solution was to initialize our EGL things before the static object is constructed. Mesa registers its atexit handlers in a few functions, among them eglBindAPI
and eglMakeCurrent
QUESTION
I'm working on a Xamarin.Forms application, which runs fine on all Android versions up to and including 11.
However, I was asked to target Android 12 with the app. So I updated all NuGet packages to the latest, installed JDK11, set it in Projects > Android > Locations. I changed the "compile with" SDK to Android 12.0 (S)
and "Target Android Version" to Android 12.0
in the Android project settings.
The application compiles fine, and runs properly on Android 11 emulator. But once I deploy to Android 12 emulator, Visual Studio shows "Failed to attach the debugger" error, and application crashes immediately after native splash. Logcat has this to show:
...ANSWER
Answered 2021-Dec-03 at 09:49The application began launching after I did the following:
- Removed a Java.Interop reference from the Android project References.
- Ticked x86_64 support at Android Project > Options > Android Build > Advanced. For some reason supported architectures checkboxes get randomly checked and unchecked in our P4 history, and I don't think anybody on our team did that deliberately.
QUESTION
I'm working on a raspberry pi project that involves running a node server in kiosk mode.
I'm using BROWSER=none
to suppress the default opening of the localhost upon the server being run.
I'm thinking I should be able to use wait-on
to force the bash script that runs the kiosk mode to wait until the server is fully up. Would I use something like this?
ANSWER
Answered 2021-Nov-25 at 23:27I assume that you are using the package "wait-on" (https://www.npmjs.com/package/wait-on). The wait-on command is used without npm in front of it.
Try to use
QUESTION
I don't really know, how to feed my Wear OS tiles with data. Currently, I am experimenting with receiving my heart rate from a BroadcastReceiver, which works but my value is always 0 inside onTileRequest.
This is my TileService...
...ANSWER
Answered 2021-Nov-06 at 08:11The lifecycle of the TileService isn't the same as your application. Your tile service might be destroyed and a new one created for additional requests. It's probably unlikely that the service created to produce a tile, was awake when the heartbeat sensor data was received.
This thread on Android Widgets https://twitter.com/marxallski/status/1454889465206513667 also applies to Wear Tiles and Complications.
Ideally data is cached in memory, if not, use a worker to refresh it and whenever data is cached it should notify the widget to update.
You should not keep data inside the GlanceAppWidget, it should be kept at the application scope
The same applies here.
Your tile should execute very quickly, effectively statelessly
- not initiating a potentially long or failing network request, or subscribing to background data
- returning data cached in memory (application scope) or read from a DB (Room?)
Try subscribing to the data outside the tile. Store the data tied to the application (a field in your Application subclass), use DI like Koin/Hilt, or store in a database that you can read out of when you get the onTileRequest request.
I'm not very familiar with Health data or Broadcasts - but this seems relevant https://developer.android.com/training/wearables/health-services/passive
QUESTION
Not gonna lie, I'm very new in kotlin, that why I need analysis of full code.
On start it asks for permissions (don't need any more it's just test project) Pressing on the button supposed to change textView to my location
This is the code:
...ANSWER
Answered 2021-Oct-27 at 11:57Your code is alright and should work fine.
To make work just open the Google Maps App on your device (real or emulator) and click My Location Button.
Sometimes the Device's last location is null if there is no cached location. Following the above step will ensure the last known location is not null. Re-install the App and it should show you the latitude and longitude of the device's last known location.
NB - You don't need to request for both ACCESS_COARSE_LOCATION
and ACCESS_FINE_LOCATION
ACCESS_FINE_LOCATION
permission includes permissions for both NETWORK_PROVIDER and GPS_PROVIDER so you need to request only the ACCESS_FINE_LOCATION
permission
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install EGL
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page