MacBook Pro Retina屏幕上的JavaFX应用程序显得模糊.有没有办法显示应用程序锐利?在博客文章/评论中提到目前的情况如此:http://fxexperience.com/2012/11/retina-display-macbook-pro/
这是fxml的示例:
<?xml version="1.0" encoding="UTF-8"?>
<?import javafx.scene.layout.*?>
<?import javafx.scene.control.*?>
<VBox xmlns:fx="http://javafx.com/fxml">
<MenuBar>
<Menu text="File">
<items>
<MenuItem text="Exit"/>
</items>
</Menu>
</MenuBar>
</VBox>
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示例代码:
import javafx.application.Application
import javafx.fxml.FXMLLoader
import javafx.scene.Scene
import javafx.scene.layout.VBox
import javafx.scene.paint.Color
import javafx.stage.Stage
object CreateFX extends App {
override def main(args: Array[String]) = {
println("CreateFX starting up...")
Application.launch(classOf[CreateFX], args: _*)
}
}
class CreateFX extends Application {
def start(stage: Stage): Unit = {
println("start "+stage)
stage.setTitle("CreateFX")
val root: VBox = FXMLLoader.load(getClass().getResource("MainScreenVBox.fxml"))//new VBox
val scene …Run Code Online (Sandbox Code Playgroud) 我已经使用POSTLambda Proxy方法设置了一个APIGateway资源,并OPTIONS为CORS头设置了一个方法.
该OPTIONS方法返回以下标头:
$ curl -i -X OPTIONS https://xxxxxxxxx.execute-api.eu-central-1.amazonaws.com/dev/endpoint1
HTTP/1.1 200 OK
Content-Type: application/json
Content-Length: 0
Connection: keep-alive
Date: Sat, 18 Feb 2017 17:07:17 GMT
x-amzn-RequestId: xxxx
Access-Control-Allow-Origin: *
Access-Control-Allow-Headers: Content-Type,X-Amz-Date,Authorization,X-Api-Key,X-Amz-Security-Token
Access-Control-Allow-Methods: POST,OPTIONS
X-Cache: Miss from cloudfront
Via: 1.1 xxxx.cloudfront.net (CloudFront)
X-Amz-Cf-Id: xxxx==
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然而,当我POST使用生成的Javascript SDK 调用端点时,Chrome浏览器控制台会显示以下错误:
XMLHttpRequest cannot load https://xxxx.execute-api.eu-central-1.amazonaws.com/dev/endpoint1.
No 'Access-Control-Allow-Origin' header is present on the requested resource.
Origin 'http://localhost:8080' is therefore not allowed access.
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以及Firefox:
Cross-Origin Request Blocked:
The Same …Run Code Online (Sandbox Code Playgroud) 我正在使用仅用于大学的核心OpenGL 3.3编写Wolfenstein 3D的克隆,我遇到了精灵的一些问题,即让它们根据距离正确缩放.
据我所知,以前版本的OGL实际上会为你做这件事,但是这个功能已被删除,而我所有重新实现它的尝试都导致完全失败.
我目前的实施方式是可以在距离上通过,在中距离时不是太破旧,而在近距离时也是如此.
主要问题(我认为)是我对我正在使用的数学没有理解.
精灵的目标大小略大于视口,因此当你接近它时它应该"走出画面",但事实并非如此.它变小了,这让我很困惑.
我录制了一个小视频,以防单词不够.(我在右边)

谁能指引我到我错的地方,并解释原因?
代码:
C++
// setup
glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
glEnable(GL_PROGRAM_POINT_SIZE);
// Drawing
glUseProgram(StaticsProg);
glBindVertexArray(statixVAO);
glUniformMatrix4fv(uStatixMVP, 1, GL_FALSE, glm::value_ptr(MVP));
glDrawArrays(GL_POINTS, 0, iNumSprites);
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顶点着色器
#version 330 core
layout(location = 0) in vec2 pos;
layout(location = 1) in int spriteNum_;
flat out int spriteNum;
uniform mat4 MVP;
const float constAtten = 0.9;
const float linearAtten = 0.6;
const float quadAtten = 0.001;
void main() {
spriteNum = spriteNum_;
gl_Position = MVP * vec4(pos.x + 1, pos.y, 0.5, …Run Code Online (Sandbox Code Playgroud) 我正在使用包含以下代码的库:
template <typename M>
void _register_member(lua_State *state,
const char *member_name,
M T::*member) {
std::function<M(T*)> lambda_get = [member](T *t) {
//^ error here
return t->*member;
};
//...
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但是,此代码不接受const成员函数指针.传递它们会产生错误Function cannot return function type 'void () const'或const成员函数的任何类型.
如何从传递的成员函数中删除const限定符或如何应用std::remove_const?
我有一些看起来像这样的json数据:
{
items: [
{ // object 1
aProperty: "aValue",
anotherProperty: "anotherValue",
anObjectProperty: {}
},
{ //object 2
aProperty: "aValue",
anotherProperty: "anotherValue",
anObjectProperty: {}
}
]
}
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我想使用Mantle将这个json映射到两个对象的数组中.
这将如下所示:
@interface MyObject : MTLModel <MTLJSONSerializing>
@property (nonatomic, strong) NSString *myProperty;
@property (nonatomic, strong) NSString *anotherProperty;
@property (nonatomic, strong) NSObject *anObject;
@end
@implementation MyObject
+ (NSDictionary *)JSONKeyPathsByPropertyKey {
return @{
@"myProperty": @"myProperty",
@"anotherProperty" : @"anotherProperty",
@"anObject": @"anObject"
};
}
@end
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但是,这需要我去json中找到"items"键,然后解析该键内部的内容.
相反,我希望Mantle只为我绘制整个对象.所以,我提出了这个解决方案:
@interface MyObjects : MTLModel <MTLJSONSerializing>
@property (nonatomic) NSArray *items;
@end …Run Code Online (Sandbox Code Playgroud) 我想使用dev c ++编译器编译代码程序,但我的编译器没有编译我的代码.程序包含两个文件,一个是头文件,另一个是实现.cpp文件.我想编译的代码是正确和有效的,但它没有在我的电脑上编译(Windows 7)请帮忙
我得到的错误是
Permission denied
ld returned 1 exit status
C:\Makefile.win [Build Error] [Project1.exe] Error 1
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这是我的编译日志
Compiler: Default compiler
Building Makefile: "C:\Makefile.win"
Executing make...
make.exe -f "C:\Makefile.win" all
g++.exe -c testProgDoublyLinkedList.cpp -o testProgDoublyLinkedList.o -I"C:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"C:/Dev-Cpp/include/c++/3.4.2/backward" -I"C:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"C:/Dev-Cpp/include/c++/3.4.2" -I"C:/Dev-Cpp/include"
g++.exe testProgDoublyLinkedList.o -o "Project1.exe" -L"C:/Dev-Cpp/lib" -mwindows
C:\Dev-Cpp\Bin\..\lib\gcc\mingw32\3.4.2\..\..\..\..\mingw32\bin\ld.exe: cannot open output file Project1.exe: Permission denied
collect2: ld returned 1 exit status
make.exe: *** [Project1.exe] Error 1
Execution terminated
Run Code Online (Sandbox Code Playgroud) 创建指向SDL_Window结构的指针并将其分配给shared_ptr,会产生上述错误.
课程的一部分:
#include <SDL2/SDL.h>
class Application {
static std::shared_ptr<SDL_Window> window;
}
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定义:
#include "Application.h"
std::shared_ptr<SDL_Window> Application::window{};
bool Application::init() {
SDL_Window *window_ = nullptr;
if((window_ = SDL_CreateWindow(title.c_str(),
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
window_width,
window_height,
NULL)
) == nullptr) {
std::cerr << "creating window failed: " << SDL_GetError() << std::endl;
}
window.reset(window_);
}
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错误出现在'window.reset()'.是什么原因以及如何解决此问题?
使用最近的luaJIT lua_open返回null.常规的lua库不会发生这种情况.
lua_State *L = lua_open();
std::cout << L << std::endl;
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输出: 0x0
我怎样才能让luaJIT工作?
SSCCE:
#include <iostream>
#include <luajit-2.0/lua.hpp>
//linked library: libluajit-5.1.a
int main(int argc, const char * argv[])
{
lua_State *L = luaL_newstate(); // lua_open();
std::cout << L << std::endl; // 0x0
}
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其他信息:从源内置在OSX 10.9(尝试都2.0.2和从GIT)与make和make install.使用编译器:
$ cc --version
Apple LLVM version 5.0 (clang-500.2.79) (based on LLVM 3.3svn)
Target: x86_64-apple-darwin13.0.0
Thread model: posix
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(使用luajit命令行应用程序luajit工作正常,测试脚本可以正常执行.)
嘿,我在装载Freetype 2库的openGL中绘制文本时遇到了一个奇怪的问题.这是我所看到的截图.
例如http://img203.imageshack.us/img203/3316/freetypeweird.png
这是我的代码位,用于加载和呈现我的文本.
class Font
{
Font(const String& filename)
{
if (FT_New_Face(Font::ftLibrary, "arial.ttf", 0, &mFace)) {
cout << "UH OH!" << endl;
}
FT_Set_Char_Size(mFace, 16 * 64, 16 * 64, 72, 72);
}
Glyph* GetGlyph(const unsigned char ch)
{
if(FT_Load_Char(mFace, ch, FT_LOAD_RENDER))
cout << "OUCH" << endl;
FT_Glyph glyph;
if(FT_Get_Glyph( mFace->glyph, &glyph ))
cout << "OUCH" << endl;
FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;
Glyph* thisGlyph = new Glyph;
thisGlyph->buffer = bitmap_glyph->bitmap.buffer;
thisGlyph->width = bitmap_glyph->bitmap.width;
thisGlyph->height = bitmap_glyph->bitmap.rows;
return thisGlyph;
} …Run Code Online (Sandbox Code Playgroud) 假设我有一个在索引处带有UniformBlock的着色器程序0.
绑定UniformBuffer以下显然足以将UniformBuffer绑定到块:
glUseProgram(program);
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
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glUniformBlockBinding当我将缓冲区绑定到与着色器程序中使用的索引不同的索引时,我只需要使用它.
//...
glBindBufferBase(GL_UNIFORM_BUFFER, 1, buffer)
glUniformBlockBinding(program, 0, 1); // bind uniform block 1 to index 0
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我明白了吗?glUniformBlockBinding如果我使用缓冲区在适当的块具有不同索引的不同程序中,我是否只需要使用?