How to draw path in Microsoft.UI.Composition.Compositor - composition

Drawn line using compositor with CreateLineGeometry method. Now trying to use path with CreatePathGeometry method. But unable to set CompositionPathGeometry.Path data without using third party nuget.
Please give me examples for set Path data without using any extra nuget.

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Is it possible to make WebView control to read local html files?

I'm making an application with WebView control. And I want it to read local html file. But I can't find the right way to make it possible.
At first, I simply tried to use Navigate method and provide the file path in the "file:///~" format string as a parameter, but it didn't work.
https://learn.microsoft.com/ja-jp/windows/communitytoolkit/controls/wpf-winforms/webview-known-issues
This Microsoft page says that WebView control does not recognize "file:///~" protocol.
And it shows the 3 solutions to make WebView control to read local html files.
Use NavigateToLocal() method.
Use NavigateToLocalStreamUri() method.
Use NavigateToString() method.
I tried all of them, but each 3 have some issues that doesn't make it work.
NavigateToLocal method requires a RELATIVE path of the file (not the absolute path), relative from the application executable directory. So files in somewhere else from the application directory cannot be read by this method.
NavigateToLocalStreamUri method is not even implemented according to the page! I once tried it anyway, but it returned an exception and didn't work.
NavigateToString method can render the given html content string, but the external files like css, js, image files included by html codes cannot be loaded, so it does not provide a full function.
I found some sample of using NavigateToLocalStreamUri method and tried it by myself.
(VB.NET)
wvwMain.NavigateToLocalStreamUri(uri, New StreamUriResolver())
Public Class StreamUriResolver : Implements IUriToStreamResolver
Public Function UriToStream(uri As Uri) As Stream Implements IUriToStreamResolver.UriToStream
Return New FileStream(uri.LocalPath, FileMode.Open)
End Function
End Class
By this code, NavigateToLocalStreamUri method returns System.Resources.MissingManifestResourceException.
What I want to realize is very simple.
Using WebView control
Read local html file located anywhere on the local storage
And render the html file completely as an expected result
But I don't see the way right now.
I would appreciate your advises or helps.
The method NavigateToLocalStreamUri will not work. Please see https://learn.microsoft.com/en-us/windows/communitytoolkit/controls/wpf-winforms/webview-known-issues.
You have to use NavigateToLocal, but you will see a warning that it is deprecated. However, it does only work with relative paths. Is it possible for you to restructure your application so that you can use relative paths?
The NavigateToLocal method is the only way that I've found to call local HTML files in Microsoft.Toolkit.Forms.UI.Controls.Web WebView v6.0.
On Visual Studio 2019 Windows 10, the following VB.NET code works on my PC
Imports System.IO
Dim sFileName = Application.StartupPath & "/MyPage.html"
wv.NavigateToString(System.IO.File.ReadAllText(sFileName))
where wv is a WebView object.

The location of .config for geotiler on Windows

I'm working in jupyter notebook on Windows with matplotlib basemaps and I want to use geotiler with the basemaps. I'm writing a program and as part of it, it will generate a map and plot data points on it. However, the maps that my code generates often are over a small part of the world and have no defining features. My solution was to import the geotiler library and display it over the map with an alpha so the maps generated would be identifiable. However, when I use the geotiler.Map() function, I get a message saying that the configuration file does not exist.
The code and the error message
How do I locate the .config folder on Windows, if it exists, and where should I create it if it doesn't? I already tried my user folder but that didn't seem to work. Thanks in advance.
Figured it out.
The read_config() method in the source code tries to get the HOME environment variable, which for Windows is blank, and appends the path for the config to that. Importing os and manually setting the HOME variable to wherever you placed your .config folder seems to do the trick. You can do this with os.environ['HOME'] = 'C:\Users\YourName'.

How to build with a custom eglfs cursor atlas?

I'm trying to change the eglfs mouse cursor graphics for my embedded linux QT application (QT5.5). I have the new cursor atlas PNG and the new JSON descriptor file, but the documentation is rather vague:
".. a custom cursor atlas can be provided by setting the QT_QPA_EGLFS_CURSOR environment variable to the name of a JSON file. The file can also be embedded into the application via Qt's resource system."
I'd prefer to keep everything within the resource system if possible but I can't work out how to do it.. do I need a specific qrc file containing the path to the JSON file? I assume that the PNG file would also need to be added as a resource so that it gets built into the application?
If adding it via the resource system is a bad idea where's the correct place to set the QT_QPA_EGLFS_CURSOR environment variable? I'm currently specifying the platform on the command line via "-platform eglfs"; will this be ok or will I need to set the platform to eglfs in the build?
After much trial, error and digging around I have found the solution that I was looking for within the resource system.
Create a new resource file called "cursor.qrc", the contents of which needs to be two lines:
path/to/your/custom-cursor-atlas.png
cursor.json
The first line (path to your cursor atlas) must be relative to your resource directory.
You then need to put the JSON file (contents as described in the documentation) in the root of your resource directory. It must be called "cursor.json", and its image location line must must match the location in your new resource file and be of the format:
"image": ":/path/to/your/custom-cursor-atlas.png",
This will then include your cursor atlas in resources, and Qt will find it when your application starts.
Run time solution example:
export XDG_RUNTIME_DIR=~
export QT_QPA_EGLFS_CURSOR=~/cursor.json
In the cursor.json:
"image": "cursor.png",
Put your custom cursor.png atlas into your home dir (~) then run the Qt app from there.

Monogame and .fx files?

I'm currently following this tutorial but using MonoGame :
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Terrain_from_file.php
As said in the tutorial, my main goal is to render a terrain from an image file.
There is a .fx provided with the tutorial which I included in my project.
I had some issues using MonoGame to load the bmp file for example and now I managed to load it. The problem comes now from the fx file. MonoDevelop tells this : The MGX File is Corrupt !
Here is the original code from the writer of the article :
effect = Content.Load<Effect> ("effects");
And here is how I used it with MonoGame :
effect = Content.Load<Effect> ("effects.fx");
I am really lost about the usage of the effects file in MonoGame. Is there any good tutorial about this ? Anyway I'm really lost with MonoGame. How come there is no clear tutorials for MonoGame has it is widely used ?
You need to convert your shader .fx to appropriate file format for monogame using 2MGFX tool. You can find the tool inside installed monogame directory C:\Program Files (x86)\MSBuild\MonoGame\v3.0
How to use:
Create a .bat file and write code as shown below:
2MGFX.exe effects.fx effects.mgfxo
pause
Execute the .bat file
Note that the shader file, .bat file and 2MGFX.exe must be in same directory.
Here is how to use compiled .mgfxo file as effect:
Put the effects.mgfxo into Assets\Content folder of your project
Load a file as shown below
Stream s = Assembly.GetExecutingAssembly().GetManifestResourceStream("ProjectNameSpace.Assets.Content.effects.mgfxo");
BinaryReader Reader = new BinaryReader(s);
Effect effect = new Effect(graphics, Reader.ReadBytes((int)Reader.BaseStream.Length));
If you have problems converting a shader .fx to .mgfxo please leave comments.
I've been trying to follow Riemers tutorial myself, like you, I struggled with the effects.
I had to make a couple changes to the original effects file before I successfully managed to compile and use it without any exceptions.
Renamed the following:
vs_2_0 to vs_4_0
ps_2_0 to ps_4_0
POSITION to SV_POSITION
Once these changes were made I used the compile tool like following:
2MGFX.exe effects.fx effects.mgfxo /Profile:DirectX_11
Once compiled I moved the mgfxo file into my contents folder and assigned following parameters:
Build action: Embedded resource
Copy to output directory: Copy always
It took me a couple of attempts until I managed to use the shader without MonoGame throwing any exceptions at me.
byte[] bytes = File.ReadAllBytes("Content/effects.mgfxo");
effect = new Effect(GraphicsDevice, bytes);
Using the 2MGFX tool is optional, you can either use the tool or the Content pipeline, personally I prefer the Content pipeline because it will automatically process the shader file everytime I (re)build the Content project.
How to do this?
First: add a MonoGame Content project,
Then add the .FX file in this project
Set the Content processor to: "MonoGame effect content processor" in properties
Then, in your game project Add a Reference to this Content project.
And use the shader like so:
var myEffect = Content.Load<Effect>("shaderFileNameWithoutExtension");
or if you have folders in your content project:
var myEffect = Content.Load<Effect>("FolderName\\shaderFileNameWithoutExtension");
I'm seeing you're working on Linux. Compiling shaders on Linux is a little difficult. In my own projects, I find the following resource especially helpful.
http://www.infinitespace-studios.co.uk/general/monogame-building-fx-shaders-on-a-mac-and-linux/
Following this, you're able to build shaders using the MonoGame Pipeline as normal (provided you have added the pipeline reference).
Hope this helps!

how to reproduce an analytic view in SAP HANA database using the .analyticview xml descriptor file?

I am trying to reproduce an analytic view that have already been modeled in one project within another project using the .analyticview XML file descriptor.
I managed to reproduce the required attribute views by copying and activating the .attributeview XML files to the new project. But when trying to activate the .analyticview I am getting this error:
Internal deployment of object failed;Repository: Encountered an error in repository
runtime extension;Model view/data not consistent:Deploy Model: Empty XML read from
Repository for Dimension URI /path_to_attributeView/attributeviews/ITEM
Obviously the problem is that the analytic view is not able to read the attribute views. So, I tried to edit the path pointing to the attribute views in the .analyticview XML manually, I tried:
using relative paths ./attributeviews/ITEM since the attribute views and analytic view files are in the same folder.
using absolute path, considering that the folder structure of the repository workspace is folder1/folder2/data/name.attributeview I added this path to the file but still getting the same error.
Could you please check what's wrong?
Thanks
Few things:
Are the attribute views visible for the user you are using ?
If you are using HANA studio try to open the analytic view descriptor with the modeler editor to see what is wrong
It will be useful to attached the analytic view xml itself.