assetmanager | Here at the studio we use linked libraries a lot | Runtime Evironment library
kandi X-RAY | assetmanager Summary
kandi X-RAY | assetmanager Summary
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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Top functions reviewed by kandi - BETA
- 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
assetmanager Key Features
assetmanager Examples and Code Snippets
Community Discussions
Trending Discussions on assetmanager
QUESTION
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 08:30You 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.
QUESTION
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 16:34I'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:
QUESTION
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 01:34You could using DependencyService.
1.Create an interface
QUESTION
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 18:07Seems 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.
QUESTION
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 12:09Now Fixed
"year" : 2020 to "year" : "2020"
"poster" : "gs://mr-mahesh..." to Image URL
recyclerView.setHasFixedSize(true) is removed
QUESTION
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 18:32I 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.
QUESTION
I see this exception in my Android Vitals:
...ANSWER
Answered 2021-Mar-19 at 14:42It 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.
QUESTION
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 09:21glGetError 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
.
QUESTION
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 15:29Turns out that wasn't the problem at all! See here to get the new problem: GLES20.glShaderSource does nothing
QUESTION
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 12:53Yes. I created an .ico with the following imagemagick command (and added a 96x96 option):
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Install assetmanager
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.
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