I want to use a new VK_EXT_debug_utils. I did it in a couple of projects already and it worked fine, but today I found that vkSetDebugUtilsObjectNameEXT throws a SIGSEGV. I spent a good amount of time trying to figure out what were differences between a new project and the old ones. With blind attempts, I figured out that in the new project I didn't specify VK_KHR_SWAPCHAIN_EXTENSION_NAME when created a device (because I don't need it) and that caused a crash somehow. I searched in a documentation but could not find any mention of this behavior. Did I miss something important?
Upd.: on Windows, the problem exists as well.
(Edited: Now fixed) I just saw this issue. I looked into it quickly by modifying one of Sascha Willems examples and I was able to reproduce this. It is a Vulkan loader bug, not a driver bug. I created a Vulkan loader bug here and resolved the issue.
If you build your own Vulkan loader, you can get a fix now. Otherwise, you'll have to wait for our next SDK release.
Sorry, but a huge thanks for catching this.
Related
I am extremely new to mobile developing and have recently been put in charge of updating a React-Native app using Expo, that hasn't been touched in about 18 months.
I am familiar with creating web applications or websites from scratch and thinking about debugging from a creation standpoint with updated code that is not deprecated but the idea of updating old code is foreign to me.
Can someone help share their thought process when it comes to this?
The mobile app itself runs alright - crashes and malfunctions from time to time.
Is the idea to go in and see what code is deprecated and which dependencies need to be updated? And/Or is the idea to try and find what is making the code crash and malfunction and leave deprecated code and old dependencies?
Thanks for your patience with what seems like a silly question.
And/Or is the idea to try and find what is making the code crash and malfunction and leave deprecated code and old dependencies?
It is typically recommended that crashes and malfunctions should be resolved before updating libraries. Some libraries may introduce further crashes and errors after upgrade due to breaking changes and deprecation. As such it would be difficult to separate code bugs from errors caused by library upgrades.
If some of the bugs and crashes cannot be resolved without library update, then fix as much as you can before updating the library.
Is the idea to go in and see what code is deprecated and which dependencies need to be updated?
This question is subjective. It depends on how much time can be spared for the upgrade process. Obviously, updating libraries can have other small benefits like improving performance or reducing code size etc, but if a library that is used extensively in code (eg. react-navigation) has not been updated for many major releases then update/ refactor and testing will take a long time and may not be worth the time if nothing is broken.
Furthermore, it is easier to update libraries regularly and frequently rather than wait for the current version to be deprecated. This way, we avoid having to deal with tons of breaking changes in one go.
I'm noticing that the only platform HockeyApp doesn't intuitively allow attachments for Feedback right now is Mac. Does anyone have insight as to how I can append a simple string to a feedback message or even an NSData blob?
Looking through the documentation I see two protocols that can be implemented.
1) BITHockeyManagerDelegate
2) BITCrashManagerDelegate
Whats puzzling me is that neither of these have a reference to the FeedbackManager. The only thing that's somewhat relevant is the CrashManagerDelegate's mention of
- (BITHockeyAttachment *)attachmentForCrashManager:(BITCrashManager *)crashManager Though, this seems to only be called when sending a crash report. Perhaps I'm wrong?
The HockeyApp git repo seems to have a class, BITFeedbackManagerPrivate.h, containing the functionality I'm looking for, but is inaccessible from HockeyApp's pre-built .dylib.
After building from source, seemingly no other class exposes it's methods, so I'm trying to figure out if this feature has been implemented yet or if I'm missing something.
Any insight is greatly appreciated. Cheers,
Zack
The repository doesn't have a feature for that at the moment, not even the Private headers. The features are available on the iOS SDK and will soon be brought over to the Mac SDK. So far the demand for things like this had been very low so the priority wasn't that high.
Please file a ticket with support or the GitHub repository for such requests, so we can quickly answer and react and don't have to search StackOverflow :)
Thanks!
I am kinda of a new user here and don't have enough reputation points to comment/ask on this question: IDE support for Hack Lang.
So, I am hoping that since the last entry provided by Themis Beris someone has been able to get PHPStorm working properly with Hack. I followed the 3 steps described in the post I mentioned, but still get compile-time errors on the classes I've written using Hack. <?hh is not recognized, for instance.
Any suggestions as to how to get PHPStorm playing nice with Hack?
I have no idea what Themis Beris is talking about on the linked question. (He seems to be saying something about PHPUnit, which is a completely separate issue.)
JetBrains has a feature request open for Hack support and last I heard was very actively working on it. But as of this writing (Feb 2015) it's not released yet.
I have a game which was built on the older versions of the Kinect SDK. It doesn't seem to work on the latest Kinect SDK v1.6. I get many errors.
What are the changes that I need to make, so I can play the game using the Kinect sensor?
Several changes were made to the SDK in version 1.5, which breaks coded from older versions. The namespace has changed and how the skeleton is stored and referenced changed quite a bit. Other items changed too, and I am not aware of a complete comprehensive list.
Depending on the code you may just need to modify a few things, or really dig into the code more. Know that many of the errors you are getting are probably the same error happening multiple times. Fr example, when the skeleton is being referenced - it happens a lot, but after you fix it once you can easily fix it again and quickly.
You need to understand the latest SDK first. I suggest working through many of the examples, which do a good job of showing the basics. Then you can work through the game code and start to see how things are not referenced correctly... and fix them.
I’m new to Qt Quick. So, This might sound like a dumb question. But I’m struggling with this.
I want to develop a complete UI for my embedded system using Qt Quick. So, I need QML to run my system.
Now, which library to install on my target embedded linux system.
I ‘ve seen this page : http://qt-project.org/downloads but it shows the library with 228MB! which will float my system size abnormally. I expect my system to be around 50MB only! I think this comes with lot of things which I may not want.
I may use qml, for internet browsing purpose parts of webkit (webkit module for qtquick)
xml.
So, Can you please help me which to install? & how??
Thanks & Regards
inblueswithu
Check http://qt-project.org/doc/qt-4.8/qt-embedded-install.html for a initial documentation.
Please note, that this will install everything, meaning all Qt modules. You might be able to strip some of them away, also you might now need all image plugins. However, as a start this should work for you.