Error while playing scene: "There are no scenes in that module" - manim

I installed manim with all relevant dependencies and while trying to test it by doing some of the example scenes, the following error occurred
[03/05/21 23:02:26] ERROR module_ops.py:71
There are no scenes inside that module
I installed manim by copying the repo with git. Then I made another file with code copied from this tutorial https://talkingphysics.wordpress.com/2019/01/08/getting-started-animating-with-manim-and-python-3-7/ to see if the problem was on the example_scenes.py file, but i got the same result with an example from that page. I'm running Debian 10.

ONE NOTE: The article you used is great, but it's a bit outdated now. For example, to import the manim module, it is no longer from big_ol_pile_of_manim_imports import * but it's from manim import *.
Can you please tell us your manim version (i.e. community vs. Grant's version), all the dependencies you installed, and what command you use in terminal to call manim?
There are tutorials for the manim community edition linked here (if you downloaded the community edition). Let me know if you have any questions, hope this helps!

Related

How to fix the codes with the newest pydrake bindings?

I found a useful demo in github(https://github.com/maggiewu19/compass-gait-simulator). However, the codes didn't work with the newest pydrake. I ran the codes in google colabĀ  and got errors.
Any reply will be appreciated.
I see. This is quite old -- it is using RigidBodyPlant which has been replaced by MultibodyPlant.
Drake has supported quite a long deprecation period on this. You can make most of it work by pulling the old RigidBodyPlant classes from attic, e.g. by changing this
from pydrake.all import (Box,
DiagramBuilder,
FindResourceOrThrow,
Isometry3,
SignalLogger,
Simulator)
from pydrake.attic.all import (FloatingBaseType, RigidBodyTree, RigidBodyPlant, VisualElement)
Unfortunately, I didn't leave as long of a deprecation period on PlanarRigidBodyVisualizer in the underactuated repo. You will have to pull an old version of underactuated to make that work.
FTR -- we are currently working on a way to make the colab setup's durable, by having a peg revision of drake (and underactuated) in the setup script. For now, you could download the old version of the underactuated repo, or just that specific file that was removed after it's deprecation period.
I can't guarantee you won't hit more errors after that. It would be much better to use the updated compass gait examples from class which are all using MultibodyPlant.

How to get the ImageMagick library working with Swift 4/iOS 11?

I'm trying to get ImageMagick to work in my iOS project. Unfortunately everything I have tried so far has not worked.
Cocoapods
The most obvious approach would be to use the cocoapod. Unfortunately after installing the cocoapod there doesn't appear to be anything exposed to swift to import. Maybe I'm missing something obvious and if anyone has any ideas that would be great. Unfortunately the documentation is lacking as far as specific examples go.
Static library - approach #1
The official ImageMagick docs provide some instructions to compile the latest version of ImageMagick and include a static library in your Xcode project. Unfortunately the first step of the instructions requires running a bash script imagemagick_compile.sh which I cannot find. Once again I could be missing something obvious.
Static library - approach #2
After some additional searching I found the ~Claudio guy which the ImageMagick docs mention as the maintainer of the iOS version of ImageMagick. He has a repo with similar instructions as provided by ImageMagick but this repo includes a bash script to compile and generate a static library of ImageMagick. I tried running the script directly ./all.sh 6.8.8-9 but soon realized I hadn't setup a build directory they way his instructions outlined and I got stuck getting libpng installed correctly.
Static library - approach #3
The same repo with the instructions to compile and generate a static library also includes an old sample iOS project with a static library already included for an older version of ImageMagick. This just about worked except the ImageMagick library has a class Timer that clashes with the Timer class provided by Swift4/iOS so I couldn't get my project to compile using this static library of ImageMagick.
ImageMagick iOS Questions on SO
There are a handful of other questions on Stack Overflow that deal with running ImageMagick on iOS so I know other people have done it but nothing very recent. If anyone has any ideas that would be greatly appreciated, thanks!
Un-answered question on how to use ImageMagick on iOS: ImageMagick iOS image Potentially useful comment that includes some of the same links that I provided above.
Someone already using ImageMagick for iOS but gives no details on how it was implemented: ImageMagick circular dstortion on iOS
Un-answered question from someone already using ImageMagick in their app: Ios - ImageMagick - No Image Created after Distortion
More recent question related to warnings using the cocoapod version: iOS: ImageMagick compiler warnings in Xcode
Other questions: https://stackoverflow.com/search?q=imagemagick+ios Unfortunately I haven't found any of these that have helped.
To integrate ImageMagick into iOS you will need to do the following:
Install the library available here https://www.imagemagick.org/download/iOS/
You will need a Swift-Objective-C bridging header that includes:
#import "ImageMagick.h"
#import "MagickWand.h"
You will need to modify any functions that reference Timer to Foundation.Timer, this will resolve any conflicts with the ImageMagick library
You will need to add under Your target > Build Phases > Link Binary With Libraries > "libxml2.tbd".
Hope this helps

Resolving a dependency issue with a web app in Dart/Mojito

I recently stumbled across Dart, and got pretty excited about it because it almost feels like that perfect language I've always been looking for. I work with PHP at my job (Yes, I know, ew gross) as a web developer and was excited to try and build a web app using the language. Figured it couldn't be too hard as that's what Dart was originally made for. Turns out it more difficult than I though, and I can't even get off the ground. I was hoping someone else could help point me in the right direction.
So, I really haven't done any real coding in this project at all. I literally downloaded the Dart SDK, used stagehand to create web-simple project, then I added a bin/server.dart file to the project. The code in that file was pretty much taken straight out of the online documentation for the mojito package:
import 'package:mojito/mojito.dart';
main() {
var app = init();
app.router
..addStaticAssetHandler('/static');
app.start();
}
I added the dependency mojito: "^0.6.6" to the pubspec.yaml file as well of course. That's all I've done though, like I say, I haven't even managed to get off the ground yet.
When I run server.dart I get the following error:
'package:convert/src/percent/encoder.dart': malformed type: line 23 pos 13: cannot resolve class 'ChunkedConverter' from 'PercentEncoder'
I get the exact same error message if I try to build a server with the shelf_rest package instead of the mojito package.
A search of that error message doesn't bring up too much helpful info, though I found one forum where someone recommended adding convert: ^2.0.1 to the dependencies. Apparently there was a change made in that package that causes incompatibility with other packages. I tried that suggestion but it doesn't seem to be resolving the issue.
I'm certain the issue is some sort of dependency issue, I'm probably using a mix of dependencies that I guess just aren't meshing right. If someone could help me figure out what I'm doing wrong it would be much appreciated. I want to learn and start using Dart but obviously I'm not having such great luck with it...
Here's what the pubspec.yaml looks like in case it helps:
environment:
sdk: '>=1.24.0 <2.0.0'
dependencies:
shelf: ^0.6.0
mojito: "^0.6.6"
convert: ^2.0.1
dev_dependencies:
browser: ^0.10.0
dart_to_js_script_rewriter: ^1.0.1
transformers:
- dart_to_js_script_rewriter
The last version of mojito was uploaded in October 2016 and it seems abandoned. Since then, Dart has added Strong mode and begun transitioning to Dart 2. This included significant changes to the type system and updates to SDK libraries.
Additionally, transformers have also been removed - any documentation you find referencing them is out of date. And in this case, the dart2js script rewriter is for client side JavaScript, not servers.
If you're looking for Server libraries, I would recommend just starting with the latest version of Shelf

JNWSpringAnimation Framework for iOS (Compile Errors)

I followed the instructions that came with the framework at the github repository. But I got an error when I tried to compile all stemming from the NSValue+JNWAdditions files. The example project that comes with the code is meant to run in Mac OS X and not iOS. What am I missing here when trying to use this framework for an iOS app? For giggles I removed the aforementioned files and was able to compile but got a runtime error, I guess not surprising. I'm fairly new to this stuff and just want to play with animation and springs :(
GitHub repository:
https://github.com/jwilling/JNWSpringAnimation
Help!
Ah. Got it. For any fellow newbs out there: I had to import UIKit into the header file of NSValue+JNWAdditions.h. This got rid of all the "Expected a type" errors! Makes sense to me now and I have no idea why this took me so long to figure out.
Womp womp

Lib import issue: Where is located SUPApplication.h and SUPConnectionProperties.h?

I'm developing an application to use with SAP's SUP platform.
While importing the generated code, I'm facing a problem.
The code says that can't find the SUPApplication.h and SUPConnectionProperties.h' import.
I've followed all the official Sybase's guide (http://infocenter.sybase.com/help/index.jsp?topic=/com.sybase.infocenter.dc01217.0212/doc/html/jne1320712216435.html) and found some information on Google, but nothing related to this.
Does anyone know to say where, in the libs, this files are located?
All other imports, like SUPDataVault, SUPConnectionProfile and all others SUP_* are fine.
Many thanks
Solved.
It was a version problem.
I developped the app in a SUP 2.1.0 and was trying to reach a SUP 2.1.2.
My mistake, thanks

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