Is anyone know why UE4.26.2 ARkit for some devices will always keeps black?
I use the Default AR project to test it, for some device with project build from UE4.26.2, the Camera will keeps black, but it can actually detect& tracking the plane, just can't display.
Same project build from UE4.25 for same devices, all works good, is anyone know why this happened?
I'm going to check the source code about the Apple ARKit.
Any hint will be appreciated, thanks in advances!
I finally figure it out with the UE4.26.2 source engine, there are two steps:
Copy the ARkitCameraMaterial from UE4.25 to AppleARKit content folder
Inside "AppleARKitVideoOVerlay.cpp", change the OverlayMaterialPath to the path that "ARKitCameraMaterial" located, then it works on my case
By the way, don't change & re-apply this material, cause there is a function depreciated by UE4.26, but this way takes some time cause need build the source engine, hope it can help you guys!
I was creating a simple app in Xcode 8.1 with swift 3 and I got this problem (picture): dashes under buttons symbols.
How can I fix this issue?
Thanks.
So Nirmit dagly (https://stackoverflow.com/users/3401707/nirmit-dagly) has given the exact solution and it works perfectly.
He says: "You need to check button style on your iPhone device's setting. To check please go to General -> Accessibility -> Button Shapes. If it is enabled, then make it disable and run the app again. It'll hide the underlines from buttons."
I do thank him for his helpful answer and I has republish it here for the benefit of others.
Thank you again Nirmit and I prefer if we can get other independent solutions(not linked to the parameters of the phone user.).
I just started my first project in iOS, recently I have encountered a problem in the UI when i receive it from the designer.
The expected output is shown as below and i can do most of it without any problem.
Now the problem came when I am about to implement this :
As the number of colour varies depending on item, I cannot add it like what I did for the share and love button I have no idea how can i implement something like this, I have look through the Object Library in the storyboard and cannot find any that can produce the output as expected .Any helps and guides are much apprecited!
I had got an iPad application.The ViewContrtoller.xib has got an UIImageView in it. The UIImage of the UIImageView is set through Interface Builder. When I run the application in simulator everything is fine. But when I am trying to run it in iPad the UIImage is not loaded. The message that I am getting is:
HexaPuzzle1.0[3259:207] Could not load the "start.png" image referenced from a nib in the bundle with identifier "com.yourcompany.HexaPuzzle1-0"
2010-12-17 10:57:27.221 HexaPuzzle1.0[3259:207] HexaPuzzle loaded
Any help would be appreciated and will be a great help for me.
The issue has been rectified.
Problem was with the image format. When the image has been edited and saved as PNG-24 everything goes fine.
The application now runs smoothly in simulator and device.
Thanks for all friends who suggested a solution and tried to helped me.
Regards,
Rupesh R Menon
I know it's very late, but this is a solution that also works in Xcode 5, and therefore likely to be useful to people who have this problem in the future.
I have seen a lot of questions like this on the web but none of them seems to have one clear answer. This is, as far as I know, the solution for this problem:
Go to the image in Xcode (no need to re-add or re-generate the
image)
click "show the file inspector"
Make sure the checkbox in the category "Target Membership" is checked. the test check box does not have to be checked to make your app load the image.
The target membership tab looks like this:
if this is already the case, you are working with a broken or damaged file. to rule this out, check if another app (like photoshop) can open your image.
This should do it, hope it helps!
When dragging your start.png file into your project, did you check this option?
I was getting this error in the simulator after upgrading to Xcode 7 / iOS 9 and opening an existing project. The image was present and named correctly, within an XCAssets package.
Turns out the problem was with a parameter within the XCAssets package.
Changing Render As from Default to Original Image solved the problem:
I've had the same problem before. The png file format is not right. Try re-generate the png image file and the problem will be solved.
None of the above worked for me, and the message I got was "could not load the "(null)" image referenced... which means I could not look for the image. Very frustrating. In the end it became a trial and error exercise of going through every xib and storyboard looking for potential conflicts. I finally found it - I had specified a "Selected Image" for a tab bar item which was not needed. As soon as I got rid of that the problem went away.
None of these things work for me. I created a new folder in the projects where I placed the pictures. That worked for me.
This problem was fixed when I changed "add folder reference..." to "add group..." when I import the images to my project. I'd prefer to have folders with live updating, but at least it works now.
Had an image on a XIB (which is replaced by the correct one in code). After finishing this XIB, I renamed the images. So XIB was now referencing a non-existent image.
There is also another potential cause of this problem: If you upgraded to XCode 5 and use both the image asset catalog and "normal" images copied to your project (like you did prior XCode 5). If you then have images with identical names (e.g. "dog.png" and a image set called "dog") it might work in your storyboard and in the simulator, but you'll get this message when run on a real device (where the image will not be shown).
Try moving the images directly to the Resources directory (not in a sub folder)
Make sure the resource isn't too big to be handle.
If you get the error message with the name of the picture, you can search it inside your project and xCode will display immediately the UIImageView with the wrong picture inside UIStoryboard:
Make sure it is included in your Target Membership
Select your "Images.xcassets" file in the file Inspector
Open File Inspector (cmd + opt + 1)
Select your target membership (Usually 1st line)
I had the same problem, but the cause was very different. I was using image sets in the Asset Catalog that varied based on the device idiom: iPad or iPhone.
The framework target they were being added to had been accidentally marked as as having a deployment device type of iPhone, so the images weren't showing up on iPads - they weren't even being copied into the .car file in the framework.
Setting the deployment device type to Universal, as it should have been, solved the problem.
For some reason I was getting error until I put the image in the Assets.xcassets
I'm currently playing with a bar chart implemented through Open Flash Charts (I believe version 1, might be version 2...) with PHP. Unfortunately, we're having real trouble with the tooltip not showing the correct thing. I am trying to get it to show the x-axis label for the hovered-over column, then a ":", then the value of the bar. The code is as follows:
$Colour = '#3465A4';
$BarChart= new bar();
$BarChart->set_values($Bar);
$BarChart->set_colour($Colour);
$BarChart->set_tooltip('#x_label#:#val#');
$x_labels = new x_axis_labels();
$x_labels->set_labels($Roles);
$x_labels->rotate(-60);
$x = new x_axis();
$x->set_labels($x_labels);
$chart = new open_flash_chart();
$chart->add_element($BarChart);
$chart->set_bg_colour( '#FFFFFF' );
$chart->set_x_axis($x);
$tooltip = new tooltip();
$tooltip->set_hover();
$chart->set_tooltip($tooltip);
$JSONArray['my_chart_1'] = $chart->toPrettyString();
As far as I can tell, this should be correct - the bar chart appears, with the correct values (populated from $bar, whose generation is not shown above). However, the hover-over tool-tip for a column only shows ":value" - the label name is missing!
Does anyone know where we might have gone wrong, and how I can fix it?
EDIT:
An update for any Bounty Hunters coming in to try and answer this question. The reason I have not accepted the below answer is that it only provides a work-around, and does not explain why the work-around is necessary. I am looking either for an answer to my original question (how to make the labels show in a normal bar-chart), or a reasonable explanation regarding why one must use a stacked bar chart (including sources makes your answer so much better!). If the latter, example code or an explanation of how stacked charts are created would be much appreciated as well!
If you are happy with the simple bar visuals then use stacked bar (using it with an array of one element will draw it just like the simple bar). That one will replace #x_label# correctly.
Alternatively you can copy the missing code from Bars/Stack.as to other bar types and recompile the code.
As per: http://forums.openflashchart.com/viewtopic.php?p=7433#p7433
It's a bug in OFC2 in the latest versions (at least). I've found what is causing the issue with #x_label#, but my understanding of the code/Flash isn't good enough to know why it's happened/broken.
I've done a quick fix that I need to test some more, but it now works on bar charts. Assuming I've not broken anything else beyond repair, it'll make it's way into the next community release.
If anyone wants the source code changes before the next release let me know.
(I am currently maintaining the community releases)