Trigger MeshLab reload by script - triggers

Is it possible to reload a 3d object in MeshLab by an external script?
I know reloading an object can be achieved by pressing the refresh button (see image below). However, I would like to know if this behaviour can be triggered externally.
The reason I would like to be able to do this is because I want to use MeshLab as a visual tool to see the objects I've created with ImplicitCad. Object are created by writing code, which can be executed to produce an .stl file. MeshLab can read the file to show me the object I made.
When I save my code I would like to run a script that:
creates an .stl file from my code (This can be done using extopenscad)
reloads the object loaded in MeshLab (I don't know how to do this, or if it is even possible)
Thanks in advance to anyone who can help me!

Related

What is Mono Behaviour?

I'm getting this message multiple times when I try to run my game:
The referenced script on this Behaviour is missing
For some reason, all my prefabs are missing a script that dictates something called their 'Mono Behaviour':
What is the Mono Behaviour component, and what does it do?
How can I fix this error? I can click the little target circle to bring up all my scripts, but that just gives me all of the scripts that I've written:
So I don't really know how to replace my missing Mono Behaviour script... Maybe if I knew what it was I could have a clue how to fix it.
I probably moved something. But how can I select the Mono Behaviour script (whatever it is) if the target just shows me my scripts?
Update
I've moved some assets in the project window, but not via the OS (Finder/Explorer) so why is this happening?
Also I am told that Mono Behaviour is a script I've applied...
Don't really get this...isn't the script component a reference to a script?
This happens when you have a script attached to a component, but then the script has been deleted (or its reference has lost in another way, such as the meta file being modified).
If you don't know which script used to be there, just delete those Mono Behaviour components.
MonoBehaviour is the Base Class of all scripts that you want to attach to a GameObject. I am not sure how you managed to create a MonoBehaviour Component with a script missing. What you normally do is write your script and then just drag it from the project view onto the GameObject you want it attached to.

Application is crashed, to open large file size (>18MB) in editor in eclipse?

I have a created a editor with syntax (keyword, comments, etc) with different coloring support. Using this editor, if we open large size file (>18 MB) then it get crashes. I think It seems out of memory problem.
When I did to open the file without syntax coloring (disable), we have used TextEditor API to open the file and it seems to be working fine.
But when I tried with same API and include some coloring feature in editor an try to open same file (>18MB). The application has crashed.
Any idea why this is crashing?
Thanks,
This is just a guess, as you haven't shown any of your code: Is it possible that you create new Color objects everytime?
You could try using the native colors i.e. display.getSystemColor(SWT.COLOR_CYAN) or use a color registry http://help.eclipse.org/helios/nftopic/org.eclipse.platform.doc.isv/reference/api/org/eclipse/jface/resource/ColorRegistry.html for managing your own color objects.
Remember: System-Colors may not be disposed manually!
first of all, search for a crash log file named 'hs_err_pid' and try to get some informations from it
As you described, that you use coloring i can imagine that you run out of handles. if the colors/fonts/icons are not disposed, but created all the time, the system runs out of handles and can not create new UI components anymore.

MATLAB GUI Program Chrashes on .fig Load

I made some updates to my GUI .fig file - renaming everything (someone else created the initial GUI), moving things around, and adding a couple objects. I don't think I tried running the program/GUI without generating an error, but the last time I tried running it, I got a crash (which I could NOT Shift+F5 out of - I had to close MATLAB) that said something about an error loading the .fig file that was (probably) associated with a createfnc (or the like). I checked the GUI's .m file, and I thought all the renames had gone through.
Has anyone else experienced this?
Is there a way to force the GUI's .m file to update (i.e. force the changes on the .fig through to the .m)?
Anyone know how to fix this?
Thanks!

AndEngine classes - problems with opening declarations: Source not found

Im working with AndEngine in eclipse (which is a 2d physics/tiling engine)
Everything works fine yet when i try to open declaration to classes I get Source not found
I can Change Attached Source...
but i wouldnt know what to change it too...
is there a way i can download the classes so i can view them on my computer (so far im stuck with googling each class and it slows down my progress immensely)
Is this suppose to be happening?
Can i somehow solve this problem or get my hands on some good documentation.
I fixed the problem by extracting the jar file with the JD GUI program. Then i simply opened the declaration and then clicked change attached source... and pointed it to the file (which is still zipped it doesnt work if you unzip it) Everything works well now :D

Bypassing Lock on Generated Code in NetBeans 6.5?

In NetBeans the GUI Builder generates code that is off limits to you from the editor.
I know you can switch to Design Mode and specify custom code and then enter edit in indirectly that way, but it's a pain to not be able to edit text that's 2 lines from your cursor.
Can I allow editing within those regions... I promise I'll be careful :)
Thanks.
Note: I don't want to lose code generation
If you open it in an external editor, there are two possibilities:
there is no guarantee that the changes you make will work (and not break anything) in the Netbeans UI Editor
The next time you edit the file in Netbeans it will be regenerated.
Either way, probably not what you want. The best thing to do would probably be to make the whole design up in the gui editor and when you are happy with it, delete the comments and continue on.
[sarcasm]
With the drag and drop gui editor, what could you possibly want to change by hand anyway?
[/sarcasm] ;)
If you open the .java files in Notepad or WordPad, you'll find pairs of comments that say
// GEN-BEGIN: <name of section>
...
// GEN-END: <name of section>
Delete those comments, and two things will happen.
You'll be able to edit anywhere in the file in NetBeans.
NetBeans will not be able to regenerate the file from the GUI editor.
So it can be done, but don't do it unless you really mean it.
EDIT: "Note: I don't want to lose code generation." Ok, let's see here.
You want to change what is generated.
You don't want to lose code generation.
You don't want to use the facilities NetBeans provides for adding custom code.
It sounds like you're wishing yourself trouble. :D
I had a same problem. I extended JPanel with my own panel class and I was not able to pack it with the rest of UI. First I searched the web and I found your question. I was not able to find elegant solution to this problem.
Therefore, I decided to create another java class and copy NetBeans created code into it. It worked like a charm.
I agree, it would be nice if we can modify existing code like in .NET.
I copy the initcomponents() method, create my own method newInitComponents() paste the generated code, and override what needs to be overridden before i distribute the code. That way when a change is made in the editor, you can still copy paste the code into your new method. You keep the functionality without costing you the ability to override where necessary. Just call newInitComponents() in your constructor rather than the original. This is not the most efficient way of doing things, but it does what you want.
You can also try moving the .form file in
(project name)\src\(name of JFrame/JPanel).form
NetBeans will now see it as a .java file.
If you did not edit anything necessary for the GUI editor, you can move the .form file back into the src folder.
Can you subclass the class and redefine the method where this code is? Of course then you'll have to maintain the method over time as you make changes to the GUI.
You can maybe also look into AspectJ. It will modify the byte-code at build time and make the changes you define. Not sure if this gives you enough control over what code to change.
If you use APT you can rewrite source code at compile time. This way you can overwrite the code that's there at the moment. You could keep the new code in the same Java file along with comments to explain what is going on. This tutorial makes it pretty easy to get started. Copy that code, get it working, then tweak it to your liking. To find out where in the code the annotated method is call getPosition() on the Declaration.
Go to design page and select any one of the fields. Right click on any selected field and choose Customizer Code , In Customizer Code change all default code to custom creation . Now you can edit your design code as you like...
Very simple... the crappy UTF-8 did not let me compile one JasperReport (everything done by GUI). So, I needed to change Project to iso-8859-1. Result? The project is messed up and some of the things to correct are in the blocked parts of the code. So, I really NEED to edit those automatically generated parts. When they are regenerated, they will be fine because the project is now iso-8859-1.
Step # 1 Close the project in NetBeans
Step # 2 Delete the .form file from the source directory of your project
Reopen the project and it will be editable now!