I'm trying to connect a project I have created in Unity3D to Enterprise Architect. What I want is for Unity to be able to see the data about a model in EA's database and then be able to do something with it but I'm having trouble accessing the database.
The automation interface of EA is what I want to be using apparently but I can't really work out what it is or how to use it.
So I guess my question is a) Is what I'm trying to do even possible? and b) if it is, does anyone know of a site or tutorial that could show me how to use the Automation Interface, as I can't seem to find anything and EA's just confuses me
not sure if it would work with any other language used by Unity3D other than C#, but if its C#, just need to add Interop.EA.dll(found in the Sparx EA install folder) as a reference to your project and add a using statement when you want to use the API.
here is a link to the official API reference (functions and properties)
As to tutorials, here is a link on basic use of the API from the official documentation
Related
I am using this code: https://github.com/pradeepramakrishna/Lightning-Experience/tree/master/aura-components to compile on my org.
I have got one components as eventLib.lib and interactive.js in eventLib folder. I have put this folder in c:MyDevOrg\force-app\main\default\aura folder in the local machine and tried to deploy in the org using VSCode but it didn't work.
I tried creating folder in the Files tab and added the interactive.js in the folder but that is also not seeming to work with the Aura components.
How can I deploy this lib into the org as it is being used in some Aura components.
We don't know what you're trying to achieve. You asked a very technical question to which the answer is "you're probably doing it wrong". Instead try to write what business functionality you are trying to achieve and you might get better answers.
You shouldn't have to import ui:eventLib. It's supposed to be part of core Salesforce's Aura components framework. But.
You've referenced a repo that wasn't updated in a while, no promises this still compiles / is best way to do X.
This repo seems to rely on open source Aura framework which is well... dead in the water.
You might be able to reuse something from this repo in your app using SF's built-in tags - but whole ui: library has been deprecated. Announced in Winter'20 = almost 2 years ago, finally dead in May 2021.
I don't think eventLib was ever exposed, might be something needed just in open source version which complicates the matter more. The answer would be to not work with the really "decompiled" tags but with their higher abstracted versions like ui:inputDate.
So, back to my question. What exactly are you trying to achieve.
You want to build something on pure SF platform (use pure Aura/LWC).
Want to have an app written in Angular, React etc, pure JS, connecting to SF data via API? (build it, upload as static resourcethen import using lightning:container)
want to prettify an existing Java/PHP/.NET app, make it look more Lightning-ish and embed it as iframe? (look into https://www.lightningdesignsystem.com/ and connected apps + "canvas")
want to expose piece of SF as reusable element that can be embedded in another website but could even be an Outlook plugin? (search for "lightning out")
want to look at modern equivalent of that old open source Aura repo and decide what to do next? Check https://lwc.dev/ out.
we use Sparx Enterprise Architect for creating our UML diagrams. Also we write our architecture documentation based on Gitbook. Currently we copy & paste the diagrams into MS Paint and save them as PNG to use it the image in the Gitbook.
Our build system then creates a HTML version of the Gitbook and publishes the documentation to our webserver.
The question is that we want to reference the diagrams directly from Gitbook/Markdown to Enterprise Architect. Is there any kind of REST API for Enterprise Architect available to directly link to a PNG/image?
Yes, there is, but you'll need to install the cloud server component.
As an alternative you could also:
Export the model as HTML and reference the element/diagram on there. You can use the GUID to get stable hyperlinks
Use the regular automation API to build your own export/synchronize mechanism.
How are you.
I have just installed tactic project on my local and run it.
https://github.com/Southpaw-TACTIC/TACTIC
I would like to know what python framework this project based on.
There was doc for developer api, but it doesn't explain about structure of itself.
Where can I find more detailed doc for structure of source project?
Thanks
As far as I know, they do not provide any documentation on the detailed structure or the framework on which it is developed. If you can share the use case, probably I can try to help with a more relevant answer
Thanks!
I know this is old, but I just noticed it. TACTIC is written in Python on the server side and uses CherryPy to serve out widgets to the browser. It doesn't use on any other of the Python frameworks (ie: Django) as it is a framework unto itself. Having said that, TACTIC can also be used as a library so that it can exist "headless" and interface with other frameworks.
I installed CryEngine 5 from an official site. Now I want to add a vehicle to a level.
As described in Beginners manual, I need to
open the Create Object tool, go to Entity and expand Vehicles in the list that appears in the bottom of the tool.
However, there is no Vehicles item:
How to add DefaultVehicle into my level?
I guess you are using one of the many templates from the Cryengine launcher. In those templates you have almost nothing, so you would have to implement them by yourself.
Here you can find some useful resource to register a new vehicle entity
Vehicle System overview
Vehicle Setup Tutorial
XML Setup Guide
And here you can find a small guide on vehicle modelling and setup.
But if you want just start using a vehicle without having to implement it from scratch, I suggest you to download and use the CRYENGINE GameSDK Sample Project that comes with some cool stuff, such as different categories of vehicles, particles, objects and an actual player.
Please note that these guides from the official documentation were developed for CryEngine 3.X but they should work also for CryEngine 5.X
I hope I helped you :)
It turns out that in CryEngine 5 you need to download GameSDK, because engine does not have this editor by default.
I'm getting into Unity, and wondering if I can use F# instead of C#, simply because I prefer the syntax. I'm guessing not, since the environment it runs on is very different, but maybe there's something that will cross-compile code or something else I'm not thinking of.
I can't help but get the impression that the other answers were written by people who do not really know what they are talking about.
This is what you need to do to use F# in a Unity project:
Create an F# project that compiles into a dll. Have it build into the assets folder of a Unity project.
Add references to UnityEngine.dll and/or UnityEditor.dll. Change the reference properties so the dlls aren't copied to the build folder.
Of course you can't create new F# classes from within the Unity editor this way, but you can assign the ones you wrote in F#.
Currently you need to enable the (experimental) support for .NET-version 4.5. Alternatively you can download an older version of the FSharp.Core.dll that supports .NET 3.5. (see here).
I can't guarantee that you won't run into trouble because of compatibility issues with the FSharp.Core.dll, but that's just a guess since I haven't tested it myself.
I had success doing this sometime back by following this Github project: https://github.com/eriksvedang/FSharp-Unity, which I believe is roughly the same as Lars Kokemohr's answer above. I haven't tested it in more recent versions of Unity/Mono however.
Yes you can use F# as first class language as C# in unity.
Here is an article about it link
an excellent blog for One who want to use F# in unity
if you want to use F# as second class which I recommend.
let me show how to do it.
Usually what I do is to create Game Domain in F# in .net standard
2.0 library project build it.
Make unity API Compatibility level .net standard 2.0 then
Import library project dll in asset/plugins in Unity
Here is an explanation on how to do it automatically after each build : link
You will get this error, here is the solution
Having said that I recommend not to do any serious work in unity with F# because you won't be able to cross compile to other platforms.
Unity uses IL2cpp and it don't work with F#.
In simple words unity don't support F# and if you are having issues like bugs in Il2cpp unity will not fix it because they don't support F#
There is no easy way to do this but if you REALLY want to make it happen I believe you could use something like fs2cs:
https://github.com/hsharpsoftware/fs2cs
In theory you could write a script that calls fs2cs on all of your Unity C# files. Integrating this with Unity itself would be the more challenging part, but in theory you can trigger fs2cs transpilation on save of your file and Unity can use the transpiled C# file.
Only Boo, C#, and UnityScript are officially supported!