loader

IOS Application loader shows bundle error

纵饮孤独 提交于 2019-12-09 08:30:33
问题 I have already waste 3 days "solving" this problem (actually I have tried everything i could imagine but get nothing). While binary uploading of my application i get the following error: ERROR ITMS-9000: "this bundle is invalid. armv7s are required to include armv7 architecture." at SoftwareAssets/SoftwareAsset (MZItmspSoftwareAssetPackage). 回答1: Oh I got it, what you only need to do is to disconnect your device ( remove the cable connection between your device and system ). Now archive it

Handle VerifyError: Error #1014 when loading swfs using AS3

我只是一个虾纸丫 提交于 2019-12-09 07:16:36
问题 We are making a system that has a main swf for the application, and loads separate tools from separate swfs -- there will be versioning issues in the future since the separate swfs are coming from a cms (especially now since we're still developing, but also in the future when other developers might create an incompatible tool). I'm trying hard to prevent them as much as possible but I'd really like to be able to display a message to the user of the system when an incompatible swf is loaded.

What is the preferred method for loading STL files in Three.js

﹥>﹥吖頭↗ 提交于 2019-12-09 05:40:49
问题 I'm writing an application that is designed to be used as part of a mechanical design and simulation workflow, and we'd like to be able to use Three.js to load and visualize parts designed in Solidworks, which can be exported as STL (text or binary). ** I fully recognize that one can use something like Meshlab to convert to OBJ or some other format, but this seems like an unnecessary additional step that encumbers the workflow. ** It seems Three.js has good loading solutions for Collada, OBJ,

Sometimes don't get onCreateLoader callback after calling initLoader

China☆狼群 提交于 2019-12-08 15:36:40
问题 I have an activity that calls initLoader when it is created in order to load the data that the activity will display. Normally, this works fine. I have breakpoints set to see the order that everything happens. First I call initLoader, then I get the OnCreateLoader callback, then the OnLoadFinished callback, then everything is great. However, I noticed that if I changed the orientation on my Android that I don't get the OnCreateLoader callback or the OnLoadFinished callback, resulting in no

AS3: Hide elements outside the stage in loaded swf

只愿长相守 提交于 2019-12-08 08:21:26
问题 Myapp loads an external swf and adds it to MovieClip. External swf movie has elements that are placed outside the stage (they go on the stage during swf playing). But after loading that elements are visible in the main MovieClip. In other words, it looks like the whole space outside the stage is visible as well as the stage. How to hide elements outside the stage of loaded swf? 回答1: Adobe has a page about this, with the following code example showing you how to add a mask to the loaded clip

Android Loader vs AsyncTask on button tap

懵懂的女人 提交于 2019-12-08 03:41:49
问题 I have an activity which requires no data from server on load - just plain init for ui UI has several buttons. User clicks one of them and app sends request to server (rest call) While request is processing spinner is shown (for about 10 seconds) For now it uses AsyncTask - so if app changes portrait to landscape - activity is restarted and I loose the process Second option is to use Loader - the problem is that it is started on button tap - not on activity start This leads to many exceptions

How to sperates the less file in a css file with webpack 2?

主宰稳场 提交于 2019-12-07 20:44:43
问题 I can compile the less on the page within the <style></style> by webpack2. but I can't compile the less file into a CSS file. webpack.config.js: var path = require('path'); var webpack = require('webpack'); var ExtractTextPlugin = require('extract-text-webpack-plugin'); var ENV = process.env.NODE_ENV; var port = '10101'; var commonAttr = ['common', 'markerFactory', 'sceneTransform', 'sparFactory', 'upload']; var vendorArr = []; for (var i = 0, l = commonAttr.length; i < l; i++) { vendorArr

Importing UMD built module using webpack leads to Critical Dependency errors

最后都变了- 提交于 2019-12-07 10:33:11
问题 I am trying to build a simple file that depends on a library built with UMD exports. // main.ts import { parseTree } from 'jsonc-parser'; const tree = parseTree('{ "name: "test" }'); console.log(tree); It compiles fine, however webpack spits out dependency errors: Hash: 85004e3e1bd3582666f5 Version: webpack 2.3.2 Time: 959ms Asset Size Chunks Chunk Names dist/bundle.js 61.8 kB 0 [emitted] main build/main.d.ts 0 bytes [emitted] [0] ./~/jsonc-parser/lib/main.js 40.1 kB {0} [built] [1] ./~/jsonc

What is “Alignment” field in binary formats? Why is it needed?

北城以北 提交于 2019-12-07 09:38:52
问题 In ELF file format we have an Alignment field in Segment Header Table aka Program Header Table . In case of Windows PE file format they take it to next level the Sections have two alignment values, one within the disk file and the other in memory. The PE file header specifies both of these values. I didn't understand a thing about this alignment. What do we need it for? How & Where is it used? Again, I don't know what is alignment in binary file format context but why do we need it? 回答1: Well

THREE.js JSONLoader callback

时光总嘲笑我的痴心妄想 提交于 2019-12-07 05:19:09
问题 In THREE.js, if I have multiple calls to the JSONLoader to load multiple objects like this (simplified example): function init() { var loader = new THREE.JSONLoader(); loader.load("mesh1.js", createScene); loader.load("mesh2.js", createScene); } function createScene( geometry ) { if (geometry.filename == "mesh1.js") { mesh1 = new THREE.Mesh( geometry, material ); scene.add( mesh1 ); } else if (geometry.filename == "mesh2.js") { mesh2 = new THREE.Mesh( geometry, material ); scene.add( mesh2 );