assetmanager | Here at the studio we use linked libraries a lot | Runtime Evironment library

 by   blendfx Python Version: Current License: No License

kandi X-RAY | assetmanager Summary

kandi X-RAY | assetmanager Summary

assetmanager is a Python library typically used in Server, Runtime Evironment, Nodejs, Unity, Three.js, WebGL applications. assetmanager has no bugs and it has low support. However assetmanager has 2 vulnerabilities and it build file is not available. You can download it from GitHub.

Here at the studio we use linked libraries a lot. We also work with project repositories, that usually contain the various scene files, a folder for textures, and a library folder with all the different assets. Our goal is to have everything in a self-contained repository with relative paths. So during set dressing we often link in assets from a library on our server or other repositories. If we decide to keep the asset in the scene we need to be able to "localize" it and move the linked blendfile into our local repository. This addon will follow the link of an instanced collection, pack the file, copy it to the library path of your local repository and update the link of the collection instance.
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            kandi-support Support

              assetmanager has a low active ecosystem.
              It has 5 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              assetmanager has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of assetmanager is current.

            kandi-Quality Quality

              assetmanager has no bugs reported.

            kandi-Security Security

              assetmanager has 2 vulnerability issues reported (0 critical, 0 high, 2 medium, 0 low).

            kandi-License License

              assetmanager 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

              assetmanager releases are not available. You will need to build from source code and install.
              assetmanager has no build file. You will be need to create the build yourself to build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed assetmanager and discovered the below as its top functions. This is intended to give you an instant insight into assetmanager implemented functionality, and help decide if they suit your requirements.
            • Set hover position
            • Checks if the given point is in the given rectangle
            • Update the view
            • Set slider position
            • Hover mouse move
            • Checks if the given location is in down
            • Checks if the given point is in the up screen
            • Set slider value
            • Update the slider
            • Set the mouse down
            • Invoke handler
            • Calls mouse down
            • Mouse up
            • Update the screen
            • Set the location of the screen
            • Updates the screen
            • Handle mouse move
            • Called when the state has changed
            • Register DP_OT_draw operator
            • Send mouse down
            • Moves the mouse cursor
            • Handles modal events
            • Called when the mouse button is down
            • Mouse down
            • Draws the text
            • Invoke the event on the mouse
            Get all kandi verified functions for this library.

            assetmanager Key Features

            No Key Features are available at this moment for assetmanager.

            assetmanager Examples and Code Snippets

            No Code Snippets are available at this moment for assetmanager.

            Community Discussions

            QUESTION

            ContextWrapper and AssetManager Errors in Android Studio
            Asked 2021-May-22 at 08:30

            I am trying to create an Android app in Android Studio, using Java that will import data from a CSV file to the SQLite database. The problem is that when I am trying to read from the CSV file using the code:

            1st attempt:

            ...

            ANSWER

            Answered 2021-May-22 at 08:30

            You can browse platform classes such as AssetManager or ContextWrapper for reference but they cannot be built with the public SDK, and errors like these are normal. For app development you don't need to build them, they are provided by the SDK and the Android platform.

            There are some problems with the code you posted - for help with that please specify in detail the problem(s) you need help with.

            Source https://stackoverflow.com/questions/67624700

            QUESTION

            Tensorflow.lite model produces wrong (different) results in Android app?
            Asked 2021-May-04 at 16:34

            I've made an Image classification model and converted it to tflite format. Then I've verified tflite model in Python using tf.lite.Interpreter — it produces same results for my test image as the original model. Here's a colab link to verify.

            Then I embedded it to a sample Android app, using Android Studio ML Model Binding and exact example code from Android studio. Here's the main activity code, you can also use this link to navigate to the full android project.

            ...

            ANSWER

            Answered 2021-May-04 at 16:34

            I've managed to find and fix the issue: My model from this tutorial included a built-in image normalization layer. Image normalization is when you transform standard 0-255 image color values to 0.0-1.0 float values, suitable for machine learning.

            But the metadata I used for the tflite model included 2 parameters for external normalization: mean and std. Formula for each value being: normalized_value = (value - mean) / std Since my model handles its own normalization, I need to turn off external normalization by setting mean = 0 and std = 1. This way I'll get normalized_value = value.

            So, setting the tflite metadata parameters to these:

            Source https://stackoverflow.com/questions/67354605

            QUESTION

            How to access to asset file of android in a xamarin forms project from my view model class?
            Asked 2021-May-03 at 01:34

            I have a xamarin forms solution, in this I have 3 projects, the xamarin forms project, the android project and the iOS project. I have a file in the assets folder of my andoird project and I would like to can copy this file from the asset to the personal folder, so I can edit it.

            I some places I have read that I can use AssetManager, but although I have using Xamarin.Forms in my view model of the xamarin forms project, I don't have access to Xamarin.Forms.Context, that it seems to be the way to can work with assets.

            So how I could copy a file from the asset folder to the personal folder in my view model?

            Thanks.

            ...

            ANSWER

            Answered 2021-May-03 at 01:34

            You could using DependencyService.

            1.Create an interface

            Source https://stackoverflow.com/questions/67354507

            QUESTION

            Capacitor: Unable to load capacitor.config.json
            Asked 2021-Mar-30 at 18:07

            Creating an Ionic 5 app with Capacitor, I'm running into this problem where it seems that capacitor.config.json is not being loaded.

            This problem came after I've installed @codetrix-studio/capacitor-google-auth, before the project was running on android fine.

            ...

            ANSWER

            Answered 2021-Mar-30 at 18:07

            Seems like Capacitor alpha versions are broken, so gonig back to Capacitor 2.4.7 fixes the problem. The capacitor.config.json is loading correctly and the native plugins are loading fine.

            Source https://stackoverflow.com/questions/66561489

            QUESTION

            Recycler View is not Showing by using firebase - kotlin
            Asked 2021-Mar-25 at 12:09

            i am trying to get data from firebase and use in recyclerview

            i am not placing xml code along with this code because my xml is 100% fine. i think there is some mistake in my KT so i am uploading only KT.

            Data in FireBase:

            ...

            ANSWER

            Answered 2021-Mar-25 at 12:09

            Now Fixed

            "year" : 2020 to "year" : "2020"

            "poster" : "gs://mr-mahesh..." to Image URL

            recyclerView.setHasFixedSize(true) is removed

            Source https://stackoverflow.com/questions/66733520

            QUESTION

            Uncaught module plugin already defined - Cordova 9.0
            Asked 2021-Mar-23 at 18:32

            I am using Cordova CLI 9.0, Cordova-Android 9.0, and an Ionic 4 Web application. It runs okay, but I keep getting these errors for my plugins:

            ...

            ANSWER

            Answered 2021-Mar-23 at 18:32

            I was able to find 2 different places that are calling functions on cordova_plugins. I commented out these functions from the phonegap/plugins Injecter and it seemed to get rid of all the errors.

            Source https://stackoverflow.com/questions/66698824

            QUESTION

            java.lang.IllegalStateException: at android.os.Parcel.readException
            Asked 2021-Mar-19 at 14:42

            I see this exception in my Android Vitals:

            ...

            ANSWER

            Answered 2021-Mar-19 at 14:42

            It looks like a platform bug affecting the app's first run after installation. The OS launches the app before all the apk content was extracted and so it encounters missing resources. It probably occurs intermittently due to the varying workload of external storage (depending how many processes are using it at the time). You may notice the same behavior with splash screen drawables, especially when they are large (the first time you run the app you'll see a white/black screen for a longer time before the splash image appears - while the device is unpacking the file).

            The quickest fix would be to delay the loading of the resource until it's ready (by checking repeatedly with exception handling).

            If that's not an option you may try converting your resource to an asset (java/.../res/raw -> /assets) which might push it to the front of the unpacking queue and make it available to the app sooner. However there are no guarantees this will work (all the time).

            The last resort would be to store the sound files (if they aren't too big) in the code/class as byte arrays (but that is ugly). That would ensure the data is loaded at the same time as the code, long before execution.

            Source https://stackoverflow.com/questions/66683131

            QUESTION

            Why does GLES20.glCreateShader always returns 0?
            Asked 2021-Mar-08 at 21:50

            I'm trying to make an OpenGL ES app in android using java and I have run in a major issue:

            GLES20.glCreateShader(type) (type beeing GLES20.GL_VERTEX_SHADER or GLES20.GL_FRAGMENT_SHADER) always returns 0.

            I have tried:

            • Using GLES30 and GLES31
            • setting setEGLContextClientVersion to 2 and to 3
            • making the call in pretty much all the classes of my code, including the laucher class
            • and I've checked that my device supports OpenGl ES 3.1 (and for some reason it says: OpenGL ES extention pack : 3.2 , which I don't understand, because I thaught that it went up to 3.1).

            And it always, always returns 0!

            I know that there is other posts with the same question, but none of them seemed to suit my case, and one of them is still not solved, but it's 5 years old and there's no more activity on it. Please help me!

            Edit:

            For clarity, here's the code of my glSurfaceView :

            ...

            ANSWER

            Answered 2021-Mar-08 at 09:21

            glGetError says GL_NO_ERROR and I call the the function in the initialisation of a class made in the initialisation of the glSurfaceView. I'm not using onSurfaceCreated, because I need the AssetManager and the Context of the app

            This is your problem I think. glSurfaceView's OpenGLES context is only bound to the GLThread. You really need to have all your OpenGLES code downstream from one of glSurfaceView.Renderer's functions e.g. onSurfaceCreated or onDrawFrame.

            The function eglGetCurrentContext can tell you if there's an OpenGLES context bound to the current thread. Calling any OpenGLES functions without a context will result in bugs that aren't reported through glGetError. In debug builds, I check both the context and glGetError on every single OpenGLES call.

            I'm not aware of any real obstacle to using AssetManager and Context on the GLThread.

            Source https://stackoverflow.com/questions/66511641

            QUESTION

            How to access android app's assets on a different thread? (Java)
            Asked 2021-Feb-11 at 15:29

            This is a reformulation of my question here:How to access files form the Renderer class Opengles (android, java) ,but nobody answered, so I decided to ask in a different way.

            I am building an Opengl es app for android and I want to access some local files. My main game loop is situated in the Renderer class which is an implementation of GLSurfaceView.Renderer and will be used to set the view in the MainActivity. The only way I know of getting kind of local files* is to do Activity.getAssets().open("file.something"); but then I need the MainActivity. The problem is, if I understood my researches correctly, the Renderer class is automaticaly run on a seperate thread than MainActivity, which results in MainActivity.getAssets().open(); to return nothing. Please help me find a workaround or just use threads, if thats the solution.

            *I know that they are not called local files, but they still serve the purpose of beeing files that you don't access with an absolute path qnd that's what I want.

            Edit #1:

            Here's where I call getAssets.open() :

            ...

            ANSWER

            Answered 2021-Feb-11 at 15:29

            Turns out that wasn't the problem at all! See here to get the new problem: GLES20.glShaderSource does nothing

            Source https://stackoverflow.com/questions/65979754

            QUESTION

            Does jMonkey support 96x96 .ico assets?
            Asked 2021-Feb-08 at 12:53
            Summary

            A Java application uses jMonkey for rendering purposes. This application is loading a custom icon when in view mode. The icon in use is 32x32 and is loaded like this, as it is a cursor:

            ...

            ANSWER

            Answered 2021-Feb-08 at 12:53

            Yes. I created an .ico with the following imagemagick command (and added a 96x96 option):

            Source https://stackoverflow.com/questions/66036203

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

            Vulnerabilities

            No vulnerabilities reported

            Install assetmanager

            You can download it from GitHub.
            You can use assetmanager like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/blendfx/assetmanager.git

          • CLI

            gh repo clone blendfx/assetmanager

          • sshUrl

            git@github.com:blendfx/assetmanager.git

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