When I test with v21.12 rev.7225,
Test items with issue:
RTSS-1-1-46-v21.12 VIDEO ENCODER CONFIGURATION - JPEG RESOLUTION
RTSS-1-1-48-v21.12 VIDEO ENCODER CONFIGURATION - H.264 RESOLUTION
Test camera:
AXIS P1375 with f/w 10.8.1, or 10.9.4 (It claims to pass v21.12)
IndigoVision BX620-4MP with f/w 2.2.0
Error Message:
"Only 0 frames captured (0.0 FPS)"
Note that we've tried increase Operation Delay, yet still fail the test items.
What we confuse:
We've tested numerous cameras with both OTT v21.06 and OTT v21.12.
With OTT v21.06, we passed both test items without issues.
Yet with OTT v21.12, the fail rate is at around 80% as we tested several times with each cameras.
All setups are exactly the same, except the OTT version.
It's also quite weird to us that not every time we test with OTT v21.12 result fail.
We'd like to know if there's any change on test procedure or criteria for both test items to help us solve the issues.
I also encountered the same problem and found that the new version updated the UDP port used to obtain the URL stream is fixed
So nice
We had the same problem and we were looking
https://github.com/onvif/testspecs/discussions/21
If you check the link above, this is an ONVIF Test Tool bug
Maybe it will be fixed in v22.06! Hope this helps!
And check the ONVIF_Device_Test_Tool_Errata v3.50 file!
You can get that file at onvif.org
good news,
v22.06 already fix this problem written on ONVIF_Device_Test_Tool_Errata v3.51.pdf,
Erratum number: 60
share with everyone
BR,
You need to remember two things about the ONVIF conformance (none of those are related to programming):
Each ONVIF compliant camera published on https://www.onvif.org/conformant-products/ has an Interface Guide that explains if special settings are required before starting the test.
To be ONVIF conformant, cameras must have one FW tested with the testtool that was valid at the time of the certification. There is no requirement to re-certify the FW once newer versions of the test tool are released. Therefore it may happen that they pass with 21.06 and not with 21.12
Related
Is there a replacement for the RadioInfo that was removed as of OS11? (com.android.settings/.RadioInfo)
If not, where else can this information be found in UI? Or adb? (preferably without rooting the device)
Our team relies heavily on the use of the data in RadioInfo for QA testing, especially since it works on nearly all Android devices (rather than being OEM-dependent like engineering short codes).
It also offered ideal granularity in network selection, moreso than the basic Settings UI.
Also, why was it removed? I looked back about 11 months in logs and didn't see a single mention of it (though maybe I'm looking in the wrong place - if there's a comment on it somewhere, please do share the link).
Looks like it just got moved.
10 and earlier:
com.android.settings/.RadioInfo
as of 11:
com.android.phone/.settings.RadioInfo
I get SOAP_EMPTY using gsoap, I have searched for a long time and had no answer,SOAP_EMPTY is newly added to gsoap,and it seems I'm the unlucky guy to meet this problem.
Here is where my code come from:https://github.com/miibotree/ONVIF/blob/master/main.c
Now soap_call___tds__GetCapabilities will return code SOAP_EMPTY,I'm now using gdb to track this problem it seems that I need to set a valid soap->id to avoid this problem,but I'm a fresh guy with onvif and don't know how to set a valid soap->id,and now I'm reading various docs about onvif and trying to solve it.
Hope any guys could help me, sinch searching so many docs makes my eyes pain and I still haven't found the answer,thanks.
SOAP_EMPTY is a validation failure. This error indicates than an element/attribute is empty but is supposed to have content. For example an integer value should not be an empty string. The old error generated by older gSOAP releases in this case was SOAP_TYPE which was less informative. In either case, validation fails. The best way to find out is to use soap_print_fault() and soap_print_fault_location()` where the latter call shows the location in XML where the problem is. Our ONVIF testing with gSOAP did not reveal such an issue.
I have tried to get a response on Github but with no activity about this issue there I will ask here.
I have been following the documentation and I am stuck when I have imported the WwiseResonanceAudioRoom mixer effect on the bus in Wwise and I do not see anything in the properties. I am not sure if I am supposed to? Right after that part of the documentation is says "Note: If room properties are not configured, the room effects bus outputs silence." I was wondering if this was the case and yes it outputs silence. I even switched the effect to see if it will just pass audio and it does just not with the Room effect, so at least I know my routing is correct.
So now this leads up to my actual question. How do you configure the plugin?? I know there is some documentation but there is not one tutorial or a step by step for us non code savvy audio folk. I have spent the better half of my week trying to figure this out b/c frankly for the time being this is the only audio spatialization plugin that features both audio occlusion, obstruction and propagation within Wwise.
Any help is appreciated,
Thank you.
I had Room Effects with Resonance Audio working in another project last year, under its former name, GVR. There are no properties on the Room Effect itself. These effect settings and properties reside in the Unity Resonance prefabs.
I presume you've follow the latter tutorial on Room Effect here:
https://developers.google.com/resonance-audio/develop/wwise/getting-started
Then what you need to do is to add the Room Effect assets into your Unity project. The assets are found in the Resonance Audio zip package, next to the authoring and SDK files. Unzip the Unity stuff into your project, add a room Effect in your scene and you should be able to see the properties in the inspector of the room object?
Figured it out thanks to Egil Sandfeld Here ! https://github.com/resonance-audio/resonance-audio-wwise-sdk/issues/2#issuecomment-367225550
To elaborate I had the SDKs implemented but I went ahead and replaced them anyways and it worked!
I am using a Oculus DK2 (v0.8) and OSVR SDK. I'm having a problem getting the HMD to run/display anything.
The Oculus samples and the OSVR samples do work however, so the osvr_server seems to run fine.
My application itself renders a test scene just fine when not using a HMD.
I tried two approaches:
First, just creating a osvr context and creating a DisplayConfig object. This seems to work, but DisplayConfig::checkStartup() fails (I do this in a loop, calling update on the context when the checkStartup call is failing). I used the OpenGLSample.cpp as a guide for this
Second, I tried using a RenderManager, but the call to createRenderManager results in a crash within the RenderManager.dll. I get the same crash wether I create the graphics lib object myself or if I let the library create it.
I am quite stuck now, since the demos and examples do work, I have no idea where to look for the error on my side. Creating the context works, querying interfaces as well, but the crash with createRenderManager is beyond me.
Does anyone have any hints or ideas what the problem could possibly be?
Regards and thanks in advance
pettersson
RenderManager should not crash during open. There have been a couple of bug fixes recently to avoid that happening, and the latest RenderManager binaries, libraries and header files are available with the SDK download from http://osvr.github.io/using/ along with updated copies of the example programs.
When something goes wrong in RenderManager, it usually reports that to standard error. We're moving that to a logging interface, but for now it should show up on the console. Posting an output of that as an issue at https://github.com/sensics/OSVR-RenderManager/issues is a good way to let the developers know that there is a problem. Of course, providing the same sort of information you provided here will be helpful as well.
I have a FLEX 3 frontend that worked fine in FlashPlayer 9. But now that I've upgraded to FlashPlayer10, the ?_method=PUT/DELETE hack is not working anymore. All those requests show up as a POST on the backend now. I did some reading and it sounds like I need to use as3httpclientlib AND run a socket policy server to give access to port 80 (or any other port) in order to use as3httpclientlib. So my question is: are you freakin kidding me? How is it that, in earlier versions of Flex/flash player, all I had to do was add a simple string ("_method=") to the url. But now I have to do the hokey pokey AND turn my self around? Really? Please someone tell me that I've got this all wrong, and that _method= is, in fact, still supported. Otherwise, its BYE BYE FLEX/FLASH PLAYER - NEVER AGAIN!
I understand you very much, my friend, just had similar noise with authentication headers in new one Security Policy from Adobe. Anyway, if you'll share your code, maybe I could help you, because your goal is not clearly explained in your post, Buddy. So let me know please, cause java sandbox and silverlight are not the better way in this case. But maybe some javascript stuff could save our time.