Can anybody help with directions on how to debug go in eclipse che with delve?
Note: I am running che in docker container.
Thanks
Regards
I'm not very familiar with Go, but Delve looks like it's executed from the command line so you can add it to your stack and it's ready to go. For more about customizing stacks see the docs: http://www.eclipse.org/che/docs/devops/runtime-stacks/index.html
Related
I am preparing a project about self-driving vehicles and I will work on the Carla simulator. I am using Ubuntu 18.04 LTS and installed Unreal Engine version 4.24. I've done the steps in the Carla document one by one, but when running the UE4Editor, I get the AndroidPermission not found error. Even though I disabled this on the uplugin file of it, still the same problem persists. How can I solve this problem? Please help me.
Are you trying to run the Unreal Editor? Or are you calling make launch to start CARLA?
In the first case, set "EnabledByDefault": false and "Installed": true in /Engine/Plugins/Runtime/AndroidPermission/AndroidPermission.uplugin. I assume that the Installed attribute is set to False on your end.
In the second case, try to start CARLA in Visual Studio Code by selecting the launch configuration CarlaUE4Editor(Development). For this you need to open the workspace inside /Unreal/CarlaUE4/CarlaUE4.code-workspace.
You also need to set "EnabledByDefault": false on /Engine/Plugins/Online/Android/OnlineSubsystemGooglePlay/OnlineSubsystemGooglePlay.uplugin because the plugin OnlineSubsystemGooglePlay requires AndroidPermission.
I have installed Che following this << Please provide a fully working description
But I am unable to make it work with domain, but is it not possible with port-forward?
Please, find the updated installation guide with the various supported installation methods - https://www.eclipse.org/che/docs/che-7/che-quick-starts/
I am trying to compile this tutorial Tutorial_01 on my MacOS 10.11.3 with Xcode 7.2 and not getting any video: I can hear an audio but it seems like the video window is lost somewhere.
I tried playing the same media with command line gat-launch-1.0:
gst-launch-1.0 -v playbin uri=http://docs.gstreamer.com/media/sintel_trailer-480p.webm
and it works just fine opening the media in OpenGL Renderer.
Any ideas?
Thanks in advance,
Max
Update: Getting this warning while in debug mode:
0:00:00.314802000 [336m64763[00m 0x7f93e4854a30 [32;01mFIXME [00m [00m videodecoder gstvideodecoder.c:1057:GstFlowReturn gst_video_decoder_drain_out(GstVideoDecoder *, gboolean):<vp8dec0>[00m Sub-class should implement drain()
looks like you need to run Glib event loop on mac.
Define the variable
GMainLoop *main_loop;
Then run loop after pipeline creation:
main_loop = g_main_loop_new (NULL, FALSE);
g_main_loop_run (main_loop);
Probably you need callback for controlling loop so you can use
g_timeout_add.
Hope it helps
Update:
GStreamer Bus - this link should help too
I don't think playbin2 is still a valid source plugin anymore. It's functionality has been migrated into playbin (I think).
But anyway - check the error codes if something is not working. They usually give a good readable error of what is wrong.
gstreamer.com Is not an official resource of the gstreamer project and focuses on the outdated 0.10 release branch. I recommend looking for examples at http://gstreamer.freedesktop.org. Even the gstreamer.com start page recommends that.
From the IAR command line, it's easy to build a particular configuration, and obviously, if I want to mimic the "build all" behavior I just run my own batch file with the configs I want.
How do I handle the case where I want to build all configs, but I don't know in advance what configurations are available?
Using Jenkins, for instance, if a developer adds a configuration in the IAR IDE, it won't be included in a build until the Jenkins scripts are manually updated. I just want Jenkins to build all the configurations without caring what they are called. In the IAR GUI for setting up batches, there is an option to rebuild all so there must be something somewhere. Thanks!
You can specify * as configuration name to build everything, like this:
c:\> iarbuild myproject.ewp -build *
One solution I've implemented years ago for this problem was to read the configuration names from the .ewp file and use them for the build.
Regards
Yves
I have: gstreamer-sdk, gstreamer-ffmpeg, gstreamer-plugins-good, bad, and ugly. I googled everywhere for this error and have found nothing relevant. I'm going a little nuts trying to figure out this error:
Error received from element decodebin20: Your GStreamer installation is missing a plug-in.
Debugging information: gstdecodebin2.c(3576): gst_decode_bin_expose (): /GstPlayBin2:playbin20/GstURIDecodeBin:uridecodebin0/GstDecodeBin2:decodebin20:
no suitable plugins found
It throws when I run my gstreamer program. Any ideas on why?
You may not be missing any plugins at all.
This error can be a result of just an unlinked pipeline.
Playbin2(decodebin2) got some changes that made it unable to automatically link up some pipelines that formally worked, for example transcoding a decoder to an encoder. In my case, explicitly adding the ffdec_h264 that it used to add automatically fixed it.
Relying on the Playbin2 can be very frustrating when it does not work. Using the setup below, you can create a .png diagram of the pipeline in various phases of construction. It's very helpful in finding why it isn't linking up.
export GST_DEBUG_DUMP_DOT_DIR=~/gstdump
for f in $GST_DEBUG_DUMP_DOT_DIR/*.dot ; do dot -T png $f >$f.png; done
This tool also lets you learn from it how to link up pipelines, and replace them with explicit ones that are easier to debug and less likely to break.
In Fedora, I resolved this issue removing gstreamer1-vaapi.x86_64:
sudo yum remove gstreamer1-vaapi.x86_64
uridecodebin is part of the "base" plugin set, so make sure you have gstreamer-plugins-base.
Another thing to look into is your LD_LIBRARY_PATH and GST_PLUGIN_PATH. If they point to a different GStreamer installation, it could cause problems like this. Also, if you didn't install GStreamer with a package manager, you may need to set your LD_LIBRARY_PATH to point to it (or better yet, install it with a package manager).
Pleas try to use gst-inspect command to find out if environment is correctly setup.
use gst-launch -v playbin2 uri = "your_uri_here" to find more information to trace this issue.