I'm currently trying to work with a Microsoft Hololens and I want to basically pull some data from a database, copy it into a form that I can use and then, using Unity, visualize it and have that go into the Hololens.
I have pretty limited coding experience and am looking to improve, but any resources and help you can give would be greatly appreciated!
So my basic understanding of how to go about this task is to:
Find the form of the data and put it into a .csv file
Draw data from the .csv file and use it to create a graph in Unity. I don't have a graphing asset to hand so if you can recommend one (free if possible!) let me know.
Using Unity's ability to display to the Hololens to show this as UI element
If this all works I also want to incorporate a system by which the image processing can be used to look at something and therefore generate this graph - I was thinking QR codes or something similar.
Do you guys have any advice, pitfalls and/or resources that could help me?
Thank you!
As said in the comments, the questions is very wide.
But, here you can get some points to start:
You can get the data (or the file) from a WebAPI or any REST service.
You can process as that dataset as you need in Unity.
You can search any graph asset in the Unity Asset Store and send the data to it and display in the hololens.
You can use the ZXing library to read the QR code generated to display the graph as well.
Hope this helps.
Related
I want my android application record live audio from microphone and add my own binary data as image frames. I will be recording board game and whole image can be saved to around 50 bytes. The content should be possible to stream online so I want to put the data to some standard media container.
I checked various classes but can't build it together.
In MediaRecorder and AudioRecord classes I miss functions to add any sort of special data / tracks.
In MediaMuxer I can't find on the other hand a way how to record live, seems to me it only combines existing tracks.
Am I missing something in classes mentioned above? Or can this thing be done with MediaCodec and MediaExtractor? I don't much understand how these should be used.
Link to existing code would be welcome, I can check on my own, I just don't know where to search for the answer.
I'm looking to add ebook support (.pdf .txt .epub .mobi .rtf Support) to a game I'm making in Unity using C#. Thing is I really do not know where to start when it comes to this and most of my google searches have gotten me nothing but Ebooks about programming or game development. So I'm hoping someone here would have a good idea where I could start and/or information that would help set me in the right direction.
So just to summarize my comments on the OP:
With the least amount of work, embedding a web browser control like Webkit is probably the best option. It should properly read all the common filetypes you mentioned, save for .epub and .mobi. A separate library or control will need to be obtained or coded for those to work. Additionally, if the user already has a default program set up to open those filetypes, you can open them outside of the game with Process.Start(...) which is part of the System.Diagnostics namespace.
If it comes down to you having to code this yourself, a PDF is just drawn graphics on a canvas, txt is just raw text data, and an rtf is text data with some markup to get the formatting right. Coding a component that opens those for you should not be abnormally difficult.
I've written a webpage (HTML & PHP) where a user can fill in various data into a form (using text-inputs and checkboxes). This data should be added to an already existing .docx template (MS Office Word).
Now I chose PHP because I thought PHPWord would offer the solution to all my needs... but it failed me, and I am not clever enough to adapt to the code make it work somehow. So I looked for another Library that could actually insert tables and images in .docx Templates and found DocX (http://docx.codeplex.com/). But this Library is design for .NET. Now I'm hoping DocX will offer the solution I need or my boss will hang me for wasting time.
So on to the question:
I somehow need to port the data gathered in the webpage from PHP to C#. But I'm not entirely sure how one should go about doing this...
I thought maybe I could transform the data into JSON or XML and somehow read that into my C# program. But I don't understand how to "pass on the data"... do I write to a file and read that file every 5 seconds? Do I create some kind of socket/listener on a certain port? Can I somehow trigger an event in C#? My programming knowlegde is lacking...
Could someone please push me in the right direction?
I am developping a mobile app using Unity3D framework which is a C#/Javscript 3D engine, working on desktop and mobile plateform.
I need to recover the content of an XLS file on a cloud-based storage (Dropbox or GoogleDrive), then process it on the mobile plateform to transform it into a local SQLite database.
The mobile app will regulary check for modification on the remote xls file, and push it locally if needed to process it.
The framework I use (Unity3D) allow me to work with both C# and Javascript technologies.
What would be the best strategy to implement such a fonctionnality.
I'm totally newbie with web API, and I've seen in Dropbox documentation that there is several possibilities to interact with a cloud folder.
Is there a possiblity to fetch the content of an xls document into the mobile device memory (with writing to its local drive)? What would be the easiest/more elegant way to achieve it?
Thanx in advance
Unity3D supports using managed DLLs in your project. So you can look at using one of the following libraries:
http://sergeytihon.wordpress.com/2013/09/29/dropbox-for-net-developers/
https://developers.google.com/drive/web/quickstart/quickstart-cs
and choose one.
There's also code for reading excel files from Unity3D on the wiki: http://wiki.unity3d.com/index.php?title=Load_Data_from_Excel_2003
And code for using SQLite: http://wiki.unity3d.com/index.php/SQLite.
From there putting it together is up to you, the documentation from each link should be more than enough to implement what you want. I'd recommend abstracting the differences in platforms here (Google Drive vs Dropbox) from your main game (It doesn't sound like you've made up your mind on one), in case you want to change them later on. In my experience, operations between the two are similar enough to make changing over reasonably straight forward down the road as long as you're using the proper abstraction techniques.
I'm trying to do a semi-automated graph layout program. After reading the input, the program should generate a graph (with a specified layout). The tricky part is that the user should be able to choose a subset of the nodes and rearrange those with another algorithm (while saving the rest in their original position). I've went through graphviz and while this option is possible it is very limited (using "pin" only with the 'neato' and 'fdp' algorithms... i would prefer my graph to be oriented)
another requirement would be the price.. I've seen that yworks can do what i need but its paid for...
at this point I'll take any language I can get thanx
currently I'm trying out graphsharp but the documentation is very poor
For python see answers to this question
For java see ansers to this question
If you're happy with semi-automated graph layout, then what you might do is the following (which I did in the past):
download yEd (also from yworks)
save a graph and look at the file: its XML, and the format is not too complex
write some code that save your graph into an XML file compatible with yEd
open your file form yEd, and use built-in layout algorithms
save again your file from yEd
I hope this helps.