EGL | EGL 1.5 implementation | Graphics library

 by   McNopper C++ Version: Current License: No License

kandi X-RAY | EGL Summary

kandi X-RAY | EGL Summary

EGL is a C++ library typically used in User Interface, Graphics applications. EGL has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

EGL 1.5 implementation for Windows and X11 supporting OpenGL.
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            kandi-support Support

              EGL has a low active ecosystem.
              It has 43 star(s) with 20 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. On average issues are closed in 677 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of EGL is current.

            kandi-Quality Quality

              EGL has 0 bugs and 0 code smells.

            kandi-Security Security

              EGL has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              EGL code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              EGL does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              EGL releases are not available. You will need to build from source code and install.

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            EGL Key Features

            No Key Features are available at this moment for EGL.

            EGL Examples and Code Snippets

            No Code Snippets are available at this moment for EGL.

            Community Discussions

            QUESTION

            Popup Dialog Box doesn't work, app crashes
            Asked 2022-Feb-17 at 19:24

            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 19:24

            Could you move below code to under setContentView

            Source https://stackoverflow.com/questions/71163698

            QUESTION

            How to unit test graphics with python3, CircleCI and Mayavi
            Asked 2022-Feb-09 at 18:09

            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 18:09

            I missed a dependency, qt5-default. I ended up having these lines for Mayavi running on Docker/CircleCi:

            Source https://stackoverflow.com/questions/71038161

            QUESTION

            Android emulator on apple silicon (arm64) could be run only using sudo mode
            Asked 2022-Feb-03 at 21:53

            I'm trying to start android emulator on apple silicon mac and I'm always getting the same results:

            1. 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 21:53

            Issue 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:

            Source https://stackoverflow.com/questions/70713301

            QUESTION

            Android emulator (AVD) crashes on Wayland + NVIDIA (GBM)
            Asked 2022-Feb-02 at 23:37

            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 23:15

            I 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:

            Source https://stackoverflow.com/questions/70869849

            QUESTION

            Android Emulator not running on M1
            Asked 2022-Jan-16 at 14:52

            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:

            Source https://stackoverflow.com/questions/69779875

            QUESTION

            EGL Display Handle Lifetime vs Static Object Lifetime
            Asked 2021-Dec-09 at 17:06

            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.

            EGLDisplay Handle Lifetime

            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.

            EGL_PLATFORM_DEVICE_EXT display handle

            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 17:06

            I 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

            Source https://stackoverflow.com/questions/70237602

            QUESTION

            SIGABRT when running a Xamarin.Forms app on Android 12
            Asked 2021-Dec-03 at 09:49

            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 09:49

            The 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.

            Source https://stackoverflow.com/questions/70199128

            QUESTION

            Open localhost:3000 in kiosk mode after the Node.js server has finished spinning up
            Asked 2021-Dec-02 at 12:39

            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 23:27

            I 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

            Source https://stackoverflow.com/questions/70117560

            QUESTION

            How to send data to Android Wear TileService
            Asked 2021-Nov-08 at 22:01

            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 08:11

            The 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

            Source https://stackoverflow.com/questions/69859539

            QUESTION

            Can't get last known location
            Asked 2021-Oct-27 at 11:57

            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 11:57

            Your 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_LOCATIONpermission includes permissions for both NETWORK_PROVIDER and GPS_PROVIDER so you need to request only the ACCESS_FINE_LOCATION permission

            Source https://stackoverflow.com/questions/69736761

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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