Now when we are required to update some modules for 64 bit support, I just found that one of our most important modules are nowhere to be found anymore.
Ti.healthkit was found previously on: https://labs.appcelerator.com/project/55c3c788e014044625e9b2a1/HealthKit-Module
Does anyone know where to find it now? Really need to somehow make sure it's upgradeable to support the latest titanium version.
Thanks
Related
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.
I'm trying to migrate Cocos2d-x 3.8 to 3.14.
but when I tried to find a blog or a blog that explaining how to solve the Issues, I could not found it.
I can only found Cocos2d-x 2.X to 3.X
So, I ask for help here.
Could you give me some guide for migrating Cocos2d-x? I want solve Audio Engine Issue(Ogg File now playing well).
//I apologize for my strange speech.I am not good at English.
I've been looking into this myself recently. I am seeing this (posted here on the Cocos2d-x forum) to be the best way of keeping up to date with the versions:
Just discovered that cocos gen-libs exists in version 3.8+ for making prebuilts. Instead of the engine existing in a folder/subproject in your game, it can just sit in the root cocos folder and be added to the search path.
From this, you should be able to pre-build the game engine and then use the pre-built files in your games. This could also be good if you make any alterations to the engine yourself, you could perhaps keep a fork of the engine elsewhere, and whenever you make a change to it you can prebuilt it and then bring it into your own project.
While it may not be much help now and is probably more complicated than what you were looking for, it may be the best choice moving forward.
I'm sorry in advance if this question is not well expressed, I am trying to achieve something quite new to me and I am a little lost.
I am trying to include a Canon SDK inside an Objective-C wrapper, I understand from this paragraph that I needed to download the 64bit SDK:
There are a few steps that need to be taken in order to use EOSFramework in a project. First, ensure that you have downloaded the latest Canon EDSDK 64bit. EOSFramework currently relies on ARC which is only supported in 64bit. Therefore you must use the 64bit version of EDSDK. Also ensure that you have compiled or downloaded the latest version of EOSFramework as a .framework file.
Incidentally, after following instructions, the errors that I'm getting while building the frameworks are related to 64bit. Please see picture attached:
Can someone point out a way for me to figure this out?
I'm not sure if this won't bring a problem in the long run, but I found an answer in this post: _int64 does not name a type
Following this:
It looks like you you are trying to use MSVC specific __int64 type with GCC. That does not work, use long long instead.
Can someone point out a way for me to figure this out?
You need to track down the declaration of EdsUInt64 in the SDK you have downloaded and figure out why it is not being seen by the compiler when compiling the source you've shown.
Try right-clicking on EdsUInt32 (which the compiler was happy with) and jumping to its definition. Now look around, are the 64-bit types defined in the same place? Are they inside #if constructs? If so why are the conditions not true? Etc. Do some detective work.
You can also use TextWrangler/BBEdit, or other good editor, to do quick multi-file searches over all the SDK source to find the definitions.
If you don't find the definitions then you've got the wrong version of one of the SDKs, go back to Canon and get the right one.
The solution is very unlikely to be you needing to define the type yourself. The ARC comments in particular indicate you do have Mac specific source code, Canon compile it on a Mac, so it's unlikely to be a MS or Gnu specific issue failing on a Mac etc.
Good Hunting!
HTH
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've noticed that the StyledTextControl (Scintilla basically) in wxWidgets has a great feature that allows multi-selections of text, just like TextMate. However wxRuby doesn't seem to have the function calls to support that feature. I'm wonder if there is a way to enable it or if there might be a way I could rewrite that wrapper to include that function.
It seems strange that they would purposely omit that since they are seemingly pretty exhaustive on most functions calls. Any insight on this would be greatly appreciated. I'm trying to write an open source TextMate clone in Ruby and it's gonna be pretty hard without MultiSelect, I could probably hack something together but it'd be ugly. Thanks ahead of time.
You don't write which version of wxWidgets you are using, but AFAIK only the 2.x versions of the Scintilla library support MultiSelect, which isn't available in stable wxWidgets. wxWidgets 2.8.10 uses Scintilla version 1.70. The SVN trunk uses version 1.75.