assets

Xcode 9, iOS 10 issue with Assets

ⅰ亾dé卋堺 提交于 2020-01-03 13:05:53
问题 I'm having a problem with assets and Xcode 9 beta running on devices with iOS 10. It doesn't upload any image from assets, so on the phone I can't see any asset! If I load images in the storyboard, it just doesn't show any image on the phone (but it shows in the storyboard), if I do something: UIImage(named:"imageName")! It crashes with log message: *** Assertion failure in -[_CUIThemePixelRendition _initWithCSIHeader:], /BuildRoot/Library/Caches/com.apple.xbs/Sources/CoreUI/CoreUI-428.6

Xcode 9, iOS 10 issue with Assets

≯℡__Kan透↙ 提交于 2020-01-03 13:04:34
问题 I'm having a problem with assets and Xcode 9 beta running on devices with iOS 10. It doesn't upload any image from assets, so on the phone I can't see any asset! If I load images in the storyboard, it just doesn't show any image on the phone (but it shows in the storyboard), if I do something: UIImage(named:"imageName")! It crashes with log message: *** Assertion failure in -[_CUIThemePixelRendition _initWithCSIHeader:], /BuildRoot/Library/Caches/com.apple.xbs/Sources/CoreUI/CoreUI-428.6

Why does Android aapt remove .gz file extension of assets?

点点圈 提交于 2020-01-03 09:19:22
问题 When I add a GZIP-ed file to my Android project's assets, the ".gz" extension is stripped when the project is packaged. (So, for instance, "foo.gz" in my assets folder needs to be accessed in code using getAssets().open("foo") .) This doesn't seem to happen with other extensions (e.g., ".html") that I'm using. The asset is still GZIP-ed (I have to wrap the input stream in a GZIPInputStream to read it). Is this standard behavior or a bug? If it's standard, is there any documentation about

Rails - 4 Custom Asset Path added in application.rb without restart

本小妞迷上赌 提交于 2020-01-03 05:12:21
问题 Rails-4 For font face mentioned below, @font-face { font-family: "Verdana";src: url(/assets/Verdana.ttf) format("truetype"); } Location of file is app/assets/fonts (loaded by rails itself) Now if I have this file in app/assets/fonts/client_4 folder, I had to add following in application.rb config.assets.paths << Rails.root.join('app', 'assets', 'fonts', 'client_4') or Dir.glob("#{Rails.root}/app/assets/fonts/**/").each do |path| config.assets.paths << path end It worked with font-face url

Precompiling uploaded assets

微笑、不失礼 提交于 2020-01-03 05:06:16
问题 I have a rails 3.1 application where users upload pictures. I am storing them in /assets/images since that is the path image_tag looks for instead of public/images. Everything works fine in development but I deployed to Heroku and it gives me this error: ActionView::Template::Error (image_name.jpeg isn't precompiled) What is the right way to handle such a situation? Is there a way to compile images after uploading or should I store them somewhere else? 回答1: You must not use the filesystem on

Precompiling uploaded assets

孤者浪人 提交于 2020-01-03 05:05:15
问题 I have a rails 3.1 application where users upload pictures. I am storing them in /assets/images since that is the path image_tag looks for instead of public/images. Everything works fine in development but I deployed to Heroku and it gives me this error: ActionView::Template::Error (image_name.jpeg isn't precompiled) What is the right way to handle such a situation? Is there a way to compile images after uploading or should I store them somewhere else? 回答1: You must not use the filesystem on

Meson working with data/assets and portable/relative paths

柔情痞子 提交于 2020-01-03 03:32:10
问题 I'd like to use Meson to build a little game in C++. Let's say that theses are my file: . ├── img │ └── img.png ├── meson.buid └── src ├── main.cpp └── meson.build Here are the meson.buid files: # meson.build project('mygame', 'cpp') subdir('src') pkgdatadir = join_paths(get_option('datadir'), 'mygame') install_subdir('img', install_dir : join_paths([pkgdatadir, 'img'])) And the second file: # src/meson.build executable('mygame', 'main.cpp', install : true) In my C++ code, what path should I

how to play video from sub folder of assets folder in android

好久不见. 提交于 2020-01-03 03:23:06
问题 I am trying to play video from sub-folder's of Assets folder. I have created one folder xyz in assets folder. this is my code: String uriPath = "android.resource://"+ getPackageName() + "/assets/xyz/"+"age.mp4"; videoView.setVideoURI(Uri.parse(uri)); // videoView.setMediaController(new MediaController(this)); videoView.setMediaController(null); videoView.requestFocus(); videoView.start(); But it is giving me error E/MediaPlayer(11068): error (1, -2147483648) also tried this code: public void

How to check Android Asset resource?

点点圈 提交于 2020-01-02 01:19:07
问题 I want to check, whether a file exists or not in the /assets/ folder. How could I do it? Please help. 回答1: You have to perform your own checks. As I know, there is no method for this job. 回答2: I added a helper method to one of my application classes. I'm assuming that; the list of assets doesn't change while the app is running. the List<String> isn't a memory hog (only 78 assets in my app). checking exists() on the List is faster than trying to open a File and handle an exception (I haven't

How to resolve java.lang.RuntimeException: Stub! error in .java file?

[亡魂溺海] 提交于 2020-01-01 16:34:52
问题 I am trying to classify an instance using a .model file which I have created on the Weka GUI. It seems I have successfully classified the test instance, however, I am not sure whether I am able to successfully load my .model file and of the Stub compiler error. I have tried to remove the extends AppCompatActivity and if that makes any difference in the .model upload. It turns out that to use getAssets() , the code must be in an activity. However, I an still unsure of whether the model has