Amazon, Product Advertising API, signing request (C++)

I got stuck in trying to perform request to Amazon Product Advertising API with C++. Actually, I'm not sure that problem lying in language rather then in my misreading or misunderstanding of documentation. Let me provide quote from documantation: Calculate an RFC 2104-compliant HMAC with the SHA256 hash algorithm using the string above with this example AWS secret key: 1234567890. For mor

亚马逊,产品广告API,签名请求(C ++)

我试图用C ++执行对亚马逊产品广告API的请求。 实际上,我不确定这个问题是否存在于语言中,而不是我对文档的误读或误解。 让我提供来自文档的引用: 使用上面的字符串通过SHA256哈希算法计算符合RFC 2104的HMAC,此示例AWS密钥:1234567890.有关此步骤的更多信息,请参阅您的编程语言的文档和代码示例。 据我了解,我需要对请求字符串执行SHA256哈希处理,使用Base64进行编码,然后对一些字符进行URL编码(如'+'

Split range into range of overlapping ranges

I attempting to use the Ranges-V3 library to slice up an container of values into a range of ranges such that neighboring ranges share boundary elements. Consider the following: using namespace ranges; std::vector<int> v = { 1, 2, 3, 0, 4, 0, 5, 0, 6, 7, 8, 0, 0, 9 }; auto myRanges = v | /* something like adjacent split */ for_each( myRanges, []( auto&& range ){ std::cout <&l

将范围拆分成重叠范围的范围

我尝试使用Ranges-V3库将一个容器值切片到一系列范围内,以便相邻范围共享边界元素。 考虑以下: using namespace ranges; std::vector<int> v = { 1, 2, 3, 0, 4, 0, 5, 0, 6, 7, 8, 0, 0, 9 }; auto myRanges = v | /* something like adjacent split */ for_each( myRanges, []( auto&& range ){ std::cout << range << std::endl;} ); 我想根据该地区是否满足两个标准将范围划分为重叠的子范

Using ETAGS/CTAGS in emacs with C++ Project

Im using emacs and etags to navigate my way round a project, is it possible to get to a header file easily by searching for a function. I have been using VisualStudio and I can view it by clicking goto declaration is there a similar way using etags in emacs? eg ArchiveDialog::onKeyPress() search for the declaration of onkeypress that will be in the header file of ArchiveDialog (#include at t

在C ++项目中使用emacs中的ETAGS / CTAGS

我使用emacs和etags在项目中导航时,是否可以通过搜索函数轻松获得头文件。 我一直在使用VisualStudio,我可以通过点击goto声明来查看它是否有类似的方式在emacs中使用etags? 例如 ArchiveDialog::onKeyPress() 搜索将存在于ArchiveDialog的头文件中的onkeypress声明(源文件顶部的#include)。 在使用etags“M-。onKeyPress”的时候,只需在cpp文件中找到标签,而不是我的头文件。 任何帮助,将不胜感激谢谢 来自CEDET

OpenGL Texture doesn't show

I'm trying to show a texture in Qt with opengl but it just doesn't show the texture when i run. I did some research and found out I needed to make the height and width of the texture as a power of 2. my texture is now (1024x1024). I also added a lot of glTexParameterf's that could resolve my problem, but still no luck. void WorldView::paintGL () { this->dayOfYear = (this->d

OpenGL纹理不显示

我试图用opengl在Qt中显示纹理,但是当我运行时它并不显示纹理。 我做了一些研究,发现我需要将纹理的高度和宽度作为2的幂。我的纹理现在是(1024x1024)。 我还添加了很多可以解决我的问题的glTexParameterf,但仍然没有运气。 void WorldView::paintGL () { this->dayOfYear = (this->dayOfYear+1); this->hourOfDay = (this->hourOfDay+1) % 24; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLo

Convert Coin3D SoOffscreenRenderer to QImage and render with OpenGL

I'm trying to display a Coin3D/Open Inventor scene with QT in a QGLWidget , by using the SoOffscreenRenderer and I need help converting it to a QImage What I tried so far, is render the scene into SoOffscreenRenderer and get the buffer like this: unsigned char * getCoinCubeImgBuffer(){ // [...] create the scene, add lightning and camera SoOffscreenRenderer offscreenRenderer(vpRegion);

将Coin3D SoOffscreenRenderer转换为QImage并使用OpenGL进行渲染

我试图通过使用SoOffscreenRenderer在QGLWidget中用QT显示Coin3D / Open Inventor场景,我需要帮助将它转换为QImage 我到目前为止所尝试的是将场景渲染成SoOffscreenRenderer并获取像这样的缓冲区: unsigned char * getCoinCubeImgBuffer(){ // [...] create the scene, add lightning and camera SoOffscreenRenderer offscreenRenderer(vpRegion); offscreenRenderer.setComponents( SoOffscr

opengl 3.1 textures not loading

I've been trying to get texturing working under opengl 3.1 on an intel HD graphics 2000/3000 graphics card running on ubuntu 13.04. The issue i'm running into is textures either dont load and the basic triangle i'm trying to texture comes up black, or some color from the texture will get loaded but not the entire image. I get the same outcomes using a raw image file as the source or

opengl 3.1纹理不加载

我一直在使用在ubuntu 13.04上运行的英特尔高清显卡2000/3000显卡上的opengl 3.1下的纹理工作。 我遇到的问题是纹理要么不加载,我试图纹理的基本三角形会变成黑色,或者来自纹理的某种颜色会加载,但不是整个图像。 我使用原始图像文件作为源代码或使用libjpeg加载jpeg获得相同的结果。 我的着色器如下所示: 顶点着色器 #version 130 in vec3 vert; in vec2 vertTextCoord; out vec2 fragTexCoord; void main(){

Mipmapping in OpenGL

I'm having a lot of trouble getting mipmaps to work. I'm using OpenGL 1.1, and I don't have glu, so I'm using the following texture initiation code: glGenTextures(1,&texname); glBindTexture(GL_TEXTURE_2D,texname); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEX

在OpenGL中进行Mipmapping

我在使用mipmap工作时遇到了很多麻烦。 我使用的是OpenGL 1.1,而我没有使用glu,所以我使用以下纹理启动代码: glGenTextures(1,&texname); glBindTexture(GL_TEXTURE_2D,texname); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D

FLOAT texture be assigned to a FBO as a COLOR attachment?

For offscreen rendering to a texture, I'm attaching at the attachment GL_COLOR_ATTACHMENT0 a texture defined by glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_FLOAT,NULL); I then render to the FBO using a fragment shader that outputs a vec4, so normally, that should be ok. To check that I display the texture correctly, I use the function glTexSubImage2D() to add some

FLOAT纹理作为COLOR附件分配给FBO?

为了离线渲染纹理,我附加了GL_COLOR_ATTACHMENT0附件定义的纹理 glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,宽度,高度,0,GL_RGBA,GL_FLOAT,NULL); 然后,我使用输出vec4的片段着色器呈现给FBO,所以通常情况下应该可以。 要检查我是否正确显示纹理,我使用该功能 glTexSubImage2D() 在纹理中间添加一些灰色像素。 纹理正确显示(我可以在正确的位置完美地看到这些像素),但纹理的其余部分只是嘈杂的伪像(当

Qt 5.6.3 does not choose correctly rendering mode

I've deploy desktop application that using QML. According to Qt docs, Qt automatically choose most relevant rendering mode. When I work from the Qt Creator, Qt runs correct mode (I've check it using Fraps and LogView). But if I run application from the folder (with dll binaries), app using Software rendering. If I delete opengl32.dll - app using native OpenGL mode. Comparing results

Qt 5.6.3没有选择正确的渲染模式

我部署了使用QML的桌面应用程序。 根据Qt文档,Qt自动选择最相关的渲染模式。 当我从Qt Creator工作时,Qt运行正确模式(我使用Fraps和LogView检查它)。 但如果我运行应用程序从文件夹(与DLL二进制文件),应用程序使用软件渲染。 如果我使用本机OpenGL模式删除opengl32.dll - app。 比较结果如下。 从造物主运行: qt.qpa.gl:Basic wglCreateContext提供版本4.6 qt.qpa.gl:可用的OpenGL 2.0入口点qt.qpa.gl:GPU

Using OpenGL GLSL 3.3 in a 2.1 context

I have an old Nvidia card (Go GeForce 7400) which I know supports only OpenGL 2.1. Even if I force GLFW to create a 3.3 context on this machine, the program is guaranteed to crash or returns a NULL window. However, I found the machine can actually run some simple shaders written in GLSL version 3.3 under a 2.1 context. They even have #version 330 core version declarations. To my suprise, the

在2.1上下文中使用OpenGL GLSL 3.3

我有一个旧的Nvidia显卡(Go GeForce 7400),我知道它只支持OpenGL 2.1。 即使我强制GLFW在此机器上创建3.3上下文,程序也会保证崩溃或返回NULL窗口。 但是,我发现机器实际上可以在2.1环境下运行一些用GLSL 3.3版编写的简单着色器。 他们甚至有#version 330 core版本声明。 令我惊奇的是,编译这些着色器时程序没有抱怨,并且一切似乎都奏效。 所以这就是我所做的: 使用GLFW创建一个上下文,并特别传递2.1作为版本号