我正在尝试使用LibGDX附带的libgdx-freetype库.对于台式机,我只是简单地添加libgdx-freetype.jar,并libgdx-natives.jar到/libs主项目的文件夹(并添加到构建路径),它只是工作.但是,当尝试将相同的库添加到/libs文件夹和libgdx-freetype.so文件到/libs/armeabi和/libs/armeabi-v7a文件夹时,我得到构建错误:
Description Resource Path Location Type
Native libraries detected in 'gdx-freetype-natives.jar'. See console for more information.
SlotMachine-android Unknown Android Packaging Problem
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在Eclipse控制台中,我有:
[2012-12-05 17:38:04 - SlotMachine-android] The library 'gdx-freetype-natives.jar' contains native libraries that will not run on the device.
[2012-12-05 17:38:04 - SlotMachine-android] The following libraries were found:
[2012-12-05 17:38:04 - SlotMachine-android] - libgdx-freetype.so
[2012-12-05 17:38:04 - SlotMachine-android] - libgdx-freetype64.so
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有人可以指出我做错了什么吗?
在SRS 的维基百科链接中,在"产品视角"部分中,提到了"系统接口"一词.我不清楚究竟是什么意思.我已经查看了其他一些在线提供的SRS样本,但我无法从示例中拼凑出明确的定义.有人可以详细说明"系统接口"所指的是什么吗?
作为MOC的一部分,我正在实现merge_sort子例程,为了好奇,我想使用类似于什么的函数签名来实现它std::sort.
我到目前为止的代码如下.
#include <iostream>
#include <vector>
template <typename T>
bool read_number_list(const std::string& filename, std::vector<T>& output_array){
// ... read number list into an array
return true;
}
template<typename RandomAccessIterator>
void merge_sort_array (RandomAccessIterator first, RandomAccessIterator last, std::vector<decltype(*first)>& merge_array){
// ... merge routine
}
template<typename RandomAccessIterator>
void sort_array (RandomAccessIterator first, RandomAccessIterator last){
std::vector<decltype(*first)> merge_array;
merge_array.assign(first, last);
merge_sort_array(first, last, merge_array);
}
int main(){
std::vector<int> number_array;
read_number_list<int>("file.txt", number_array);
sort_array(number_array.begin(), number_array.end());
return 0;
}
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我在步骤中看到错误,我在其中复制要排序的数组,以及我调用该merge_sort_array方法的位置.按照模板化代码的惯例,我得到了以下过多的错误(我发现这些错误非常难以理解):
In file included from /usr/include/x86_64-linux-gnu/c++/4.8/bits/c++allocator.h:33:0,
from /usr/include/c++/4.8/bits/allocator.h:46, …Run Code Online (Sandbox Code Playgroud) 我正在尝试Vec使用递归函数打印 a 的唯一连续子数组,如下所示:
use std::collections::HashSet;
fn recurse<'a>(nums: &'a [i32], already_printed: &'a mut HashSet<&'a [i32]>) {
if !already_printed.contains(nums) {
println!("{:#?}", nums);
}
already_printed.insert(nums);
if nums.len() >= 2 {
recurse(&nums[0..nums.len() - 1], already_printed);
recurse(&nums[1..nums.len()], already_printed);
}
}
pub fn main() {
let k = vec![1, 2, 3, 4, 5];
let mut already_printed: HashSet<&[i32]> = HashSet::new();
recurse(&k[0..], &mut already_printed);
}
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当然,正如有经验的 Rustaceans 可能已经猜到的那样,编译失败并出现以下错误:
error[E0499]: cannot borrow `*already_printed` as mutable more than once at a time
--> src/main.rs:12:39
|
3 | fn …Run Code Online (Sandbox Code Playgroud) 我已经定义了一个自定义断言宏.这适用于所有其他比较.但是,我得到编译器错误:
ISO C++ forbids comparison between pointer and integer
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当使用下面显示的宏(DWASSERT)来比较指针时,如下面的代码所示.
#define DWASSERT(condition,printstatement) if(!condition){ printf(printstatement); assert(condition); }
#include <stdio.h>
int main()
{
int target = 0;
int* ptr1 = ⌖
int* ptr2 = ⌖
//Normal comparison works fine
if(ptr1 == ptr2)
printf("Equal");
//Comparison using Macro generates compiler
//error on the next line
DWASSERT(ptr1 == ptr2, "Pointers not equal!\n");
return 0;
}
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虽然我可以简单地避免在这种情况下使用DWASSERT,但我很好奇为什么会生成此编译器错误.
我正在尝试使用我从图像加载的纹理来创建由createTexturedQuadGeometry生成的四边形几何对象的纹理贴图.然后,我将此drawable添加到节点,将该节点添加到root并呈现层次结构.
下面的代码是我如何做到的.代码编译并运行但我只得到一个空白的黑屏而不是指定的图像.有人可以指出有什么问题吗?
int main(int argc, char** argv)
{
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Texture2D> testTexture = new osg::Texture2D;
osg::ref_ptr<osg::Image> testImage = osgDB::readImageFile("testImage.png");
assert(testImage.valid());
int viewWidth = testImage->s();
int viewHeight = testImage->t();
testTexture->setImage(testImage);
osg::ref_ptr<osg::Geometry> pictureQuad = osg::createTexturedQuadGeometry(osg::Vec3(0.0f,0.0f,0.0f),
osg::Vec3(viewWidth,0.0f,0.0f),
osg::Vec3(0.0f,0.0f,viewHeight),
0.0f,
viewWidth,
viewHeight,
1.0f);
pictureQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, testTexture.get());
pictureQuad->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
osg::ref_ptr<osg::Geode> textureHolder = new osg::Geode();
textureHolder->addDrawable(pictureQuad);
root->addChild(textureHolder);
osgViewer::Viewer viewer;
viewer.setSceneData(root.get());
viewer.run();
}
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