Doxygen arrows not working - doxygen

The namespace arrows in the Doxygen-generated documentation that I generated aren't working on a Centos instance (when you click on an arrow, it's supposed to go from horizontal to vertical, and open up members of the namespace). However, it is working on my Mac using the same config file, and it was working on another Centos instance. This happens when GENERATE_TREEVIEW gets set to YES or NO. Any ideas or suggestions?
EDIT: This occurred on a Jenkins build using a Doxygen plugin.

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Unity 3D is Layout Errors On a fresh install

Unity 3d doesnt work, when I try to open my project it says that This can happen if layout contains custom windows and there are compile errors in the project. I tried reinstalling OpenGL and something that I found on the internet but didn't work. The error window says that Revert Factory Settings but same thing happens after it too my Unity version is 2020.1.0a My OS is Ubuntu and I gave all the permissions to some folders. Didn't work And all this happened after a fresh install
Unity 2020.1.0a3 is an ALPHA VERSION!
As any alpha version it is not stable for production and can be expected to be full of bugs and unexpected behavior.
Search through the Known Issues in 2020.1.0a3 maybe your problem is already listed there.
In general do not touch alpha or beta versions unless you want to checkout a new added feature and test it.
For anything else stick to the stable releases like 2019.1.14f1 or 2019.2.6f1
On the last letter you can see their state:
a = Alpha
b = Beta
f = Release
Not sure if these are related but here and here also others had this problem already in early version so maybe one of their hot-fixes work for you as well.
This error may occur in released versions.
To resolve this problem:
Go to this directory:
C:\Users{YOUR_USER}\AppData\Roaming\Unity\Editor-5.x\Preferences\Layouts\default
Open Default.wlt file with Notepad or any text editor and copy all its contents.
Go to your unity project directory like this:
{YOUR_UNITY_PROJECT}\Library
Open CurrentLayout-default.dwlt file with Notepad or any text editor and delete all its contents then paste the contents of Default.wlt that you copied in step 2
If these files exist in Library delete them:
CurrentMaximizeLayout.dwlt
CurrentLayout.dwlt
Stop the Unity Hub service by a click the system tray and right-click on Unity Hub icon then select Quit Unity Hub.
Run your project again.

Facebook SDK for Unity slow settings screen

I'm using the Facebook SDK for Unity v5.04 (also tried 5.03) and whenever I open the FacebookSettings panel in the inspector I get ridiculous slowdown to the point that I can't even use Unity. This only happens when I do that, does anyone know what might be wrong? I've tried it on multiple computers now and all have been experiencing this lag.
I am getting this same thing. I don't think this is happening to every project or the FB team would have noticed prior to pushing the builds out.
As far as I can tell, it only happens on larger projects. We have seen this same behavior in other plugins (namely one that one of our developers wrote) when the plugin tried to scan the project for a file of a specific name. It didn't show up in his tests but in large projects it made Unity almost unusable.
I tested the Facebook settings issue on a brand new project and it's fast.
Potential Solution Delete everything in your project except Facebook ;)
Edit: The settings menu appears to work just fine on a Mac. I have the same project on my PC and Mac (and the PC's specs are far better than the Mac's) yet it brings Unity to a crawl on the PC and it works fine on the Mac. Go figure :S
OP: If you add the SDK to a new project, or Facebook's sample project, do you see the same issue? Also, could you update with the Unity version you're using, so we can explore? Thanks!
I have the same problem
but when I follow this Link that solve "[Open SSL not found]" Problem >> The slow problem was disappeared.
this is the steps that I was follow:
1) Download and install OpenSSL. http://slproweb.com/products/Win32OpenSSL.html
Win32 OpenSSL v#.#.# (not Light)
OR Win64 OpenSSL v#.#.# (not Light)
2) Add the OpenSSL directory to your path.
Go to: Control Panel > System > Advanced system settings > Environment Variables
Select the Variable "Path" in the "System variables" window and click Edit.
3) Add the path to your OpenSSL bin folder to the end of the "Variable value" text. e.g. I added ";C:\Program Files\OpenSSL-Win64\bin" to the end of the value text.
Restart Unity3D.
take note do not forget to add semi-colon ";" before the C:/
4) If you get the error in FacebookSettings "Keytool not found", you need to add the JDK (Java Development Kit) bin directory to the Path variable value.
5) Follow the same steps as before, but instead of the OpenSSL bin path, add the JDK bin path. e.g. I added ";C:\Program Files\Java\jdk1.7.0_45\bin" to the end of the value text.
Restart Unity3D.

Google App Engine Eclipse Launch Local Host Multiple App Conflict?

I have two GAE projects created through pydev in eclipse 4.2 (windows 7) and the first one I had no issues running the localhost:8080 but when I created a second project, I duplicated the Run Configuration for local run adn just changed the project name to the new one.
However- when I run that config the inital HelloWorld project shows up[ in my browser, I tried completely removing the first project, but then it just ocmplains it cant fint app.yaml in the old directory (because the old directory isnt where it was).
So clearly I'm missing some setting in the launch procedure where it sets the root path.
The run config is a PyDeb Google App Run, main module points to
C:\program files (x86)\google\google_appengine\dev_appserver.py
And the arguments are
${project_loc}\src
Everything else is on the default settings.
Any help would be greatly appreciated as pushing to Google (which works fine for both) for every little debug iteration is driving me a bit crazy.
Thanks!
*EDIT: Forgot to mention I have already tried to delete all runconfigs and remake.
Have you tried Run as : PyDev Google App Engine Run, to create a new runconfig?
Turns out I'm just a bit silly. In eclipse, I wasn't properly turning off (not sure on the correct term there) the LocalHost for the first project before starting the second. To fix, I needed to go Into eclipses console window, and select "display selected console" and choose the project I wanted to stop and hit the stop all button. Then it runs fine.
Hope this helps someone in the future, that is as determined as me that "It can't be my fault".
Cheers.

I can't get qml to use my custom plugin

I'm working in QtQuick and right now struggling with a weird problem: I can't get my custom plugin to work in Qml. There's a simple demo in the SDK (Examples/4.7/declarative/tutorials/extending/chapter6-plugins) and this doesn't work on my computer either. I don't get any error messages except that it doesn't recognize my custom items. Has anybody seen this problem? Any suggestions?
My setup:
Win 7 Home Premium, Qt Creator 2.1.0, Qt 4.7.3 (MinGW 4.4)
Thanks
Beside the qmldir issue already mentioned by blakharaz, also make sure to set QML_IMPORT_PATH in your pro file or setting the path via QDeclarativeEngine::addImportPath() so the module can be found on your development environment (if you don't install them systemwide before using).
And when using subfolders, make sure they are part of the import (see http://doc.qt.nokia.com/4.7-snapshot/qdeclarativemodules.html)
It would be nice to have some code. One possible issue could be the directory structure or the qmldir file. If you want to have a plugin called Foo you basically need a directory Foo which contains the Foo.dll (or libFoo.so) and a qmldir file (content is at least "plugin Foo")
If you have that "import Foo 1.0" should load the library.
I just had the exact same problem.
Build your .dlls as release instead of debug, that fixed it for me.

ColdFusion debugging problem in Eclipse (Break points not hit)

I am trying to get the debugger (CF extension for Eclipse) working for last few hours. And struck in strange situation.
My settings are listed below
ColdFusion 8
Eclipse 3.4
I set up the RDS & modified the JVM.config settings and verified the connection & debugger, both returns successful in test run. But When i attach a debugger to the site, breakpoints are not hit.
My Eclipse workbench & site virtual directory pointing to the same path. It is in a remote server.
I left Eclipse-CF mapping blank since both pointing the same remote path.
And i am using WYSE thin client emulator.. does it anything to do with this..?
Can someone help me to resolve this problem?
Cheers
If your eclipse configuration is ok, could be that something is not confgured right on server side. Check if Line Debugger Settings > Allow Line Debugging feature is enabled and that Debugger Port (5005) is opened and accessible form client machine.
Articles that should walk you through proper setup:
http://eclipse.sys-con.com/node/382427
http://www.adobe.com/devnet/coldfusion/articles/debugger.html
Also you could try using CF Builder and/or FusionDebug http://www.fusion-debug.com/fd/ .
You do need to specify at least one mapping. Eclipse needs to know what folder in your project maps to the http root. Even if the mapping is / -> /, you need to specify that. The only time you can leave mapping blank is when the CF server is on the same machine as Eclipse.