Possible GLSL errors are as follows:
Indicates an error that is not exposed via another specific error code, or indicates an internal problem with the operation of the compiler.
Long running programs can cause problems on some hardware, thus the GLSL compiler takes some measures to prevent these programs from running. One of the measures taken is to examine the length of the shader after the preprocessor has run. If this length is too long, then the shader is rejected.
The syntax at the given location did not match the required syntax of GLSL. There are a large number of reasons for why this can occur in both the preprocessing stage and the GLSL language stage. Here is a simple example:
attribute int int;
Since an identifier is expected after a type, this is an invalid declaration.
Identifiers must be declared before they can be used. The most common cause of this error is misspelling an identifier name, or using an identifier from an extension without enabling the extension. For example:
int x; y = 1;
A function was called with the incorrect number of arguments or with one or more of the arguments of the wrong type. Check that the number of arguments and their types in the function call match those of the declaration or definition of the function. For example:
void exampleFunction1(int x); void exampleFunction2() { exampleFunction1(1, 2); }
This error indicates that the indexing operator [] has been applied to an expression which does not support being indexed. The following code demonstrates how this error can occur:
int bar; return bar[0];
The compiler has determined that an index is out of range for the variable as it was declared.
In some cases (such as indexing a vector or an array) the bounds are known, and if the index is an expression that the compiler can calculate, it can determine if the index is out of range. The following code demonstrates how this error can occur:
int bar[3]; int baz = bar[4];
There are restrictions to what kind of index is allowed on both uniform and non-uniform variables. For a uniform variable, the index must be an integer constant expression. The following code demonstrates how this error can occur:
// The indexing of nonuniform vectors and arrays with expressions is illegal: vec4 b; float a; int c = 0; a = b[c]; // For fragment shader code, the indexing of uniform vectors and arrays with index expressions is illegal: uniform vec4 b; float a; int c = 0; a = b[c];
If the variable is not a unifom, then the index can include a loop index variable.
An index is not a constant in the shader code. The following shader code demonstrates how this error can occur:
uniform float myArray[100]; int i = 0; float a; a = myArray[i];
An argument is not a sampler in the shader code. A sampler is a set of GLSL uniform variable types that represent a particular texture used for texture sampling. Samplers are not allowed to be declared using a non-uniform type.
float my2dSampler; // Should be "uniform sample2D my2dSampler". vec2 coord; v4 returnData; returnData = texture2D(my2dSampler, coord); // Note that texture2D() is a built-in function.
Invalid macro name used in the shader code. The following code demonstrates how this error can occur:
#define get__squared(x) ( x * x )
Incompatible types in expression used within the shader code. The following code demonstrates how this error can occur:
float a; float b; if (a || b) { // Causes the error because the IF statement inputs are not Boolean. a = 1.0; }
Invalid if expression used in shader code. The following code demonstrates how this error can occur:
struct S { int x; }; bool b[2]; if (S) { // Causes the error because struct types are not allowed in selection IF expressions. return true; } else { return false; } if (b) { // Also causes the error because array types are not allowed in selection IF expressions. return true; } else { return false; }
Divide or mod by zero occurred in shader code. The following code demonstrates how this error can occur:
int a = 5 / 0; float a = 5.0 / 0.0; vec4 a; a[1 / 0] = 0.4;
Invalid preprocessor parameter count on macro occurred in shader code. Ensure that the number of arguments passed to the macro matches the expected number of parameters for the macro. The following code demonstrates how this error can occur:
#define myMacro(x) (x < 0) myMacro(1,2)
Maximum uniform vector count exceeded in shader code. The following code demonstrates how this error can occur:
uniform vec4 v1[1000000];
Maximum attribute vector count exceeded in shader code. The following code demonstrates how this error can occur:
attribute vec4 v1[1000000];
Maximum varying vector count exceeded in shader code. The following code demonstrates how this error can occur:
varying vec4 v1[1000000];
Shader code complexity error. Shader programs that encounter this can try to use a simpler version of the shader.
Identifier already declared in the shader code. The following code demonstrates how this error can occur:
float a; float a[5]; int b; void b() {} struct { vec4 v; vec3 v[2]; } example2;
Invalid character error within shader code. The following code demonstrates how this error can occur:
void exampleFunction() { int /@9$; }
Invalid initializer in for loop within the shader code. The following code demonstrates how this error can occur:
void exampleFunction1() { int i; for (i = 0; i < 1; i++) { // Declaring i outside of the loop and assigning a value to it is an error. } } void exampleFunction2() { for (int i; i < 1; i++) { // i must be initialized. } } void exampleFunction3() { for (bool i = false; i; i = !i) { // i must be an int or float. } } void exampleFunction4() { struct S { int i; }; for (S s = S(2); s.i < 4; s.i++) { // i cannot be a struct. } } void exampleFunction5() { float x = 0.0; for (float i = x; i < 1.0; i++) { // i cannot be initialized via another variable. } }
Invalid condition in for loop within shader code. The following code demonstrates how this error can occur:
for (int i = 0; ; i++) { } // The conditional statement is missing. for (int i = 0; 1 > i; i++) { } // The conditional must have the variable on the left. for (int i = 0; i * 2; i++) { } // The conditional cannot use operators outside of comparison and equality operators.
Invalid iteration in for loop within the shader code. The following code demonstrates how this error can occur:
void exampleFunction1() { for (int i = 0; i < 1; ) { // Missing increment/decrement statement. } } void exampleFunction2() { for (int i = 0; i < 10; i *= 2) { // The += and -= operators may be used but not *= or /= } } void exampleFunction3() { int x = 10; for (int i = 0; i < 10; i += x) { // The x variable must be a constant. } }
Invalid write to loop variable within shader code. The following code demonstrates how this error can occur:
void exampleFunction1() { for (int i = 0; i < 1; i++) { i = 1; } } void exampleFunction2() { for (int i = 0; i < 1; i++) { i++; } } void exampleFunction3() { int x = 10; for (int i = 0; i < 1; i++) { int x; i = x = 1; } }
Invalid identifier name used in shader code. The following code demonstrates how this error can occur:
int webgl_baz; struct gl_faz { int bar; } svar; void __exampleFunction2() { } void webgl_exampleFunction3() { } void exampleFunction1(int a__rg) { } void exampleFunction1(int rg__) { }
A token exceeds its max length in shader code. Try shortening long identifier names.
Invalid qualifier on array in shader code, as demonstrated in the following:
attribute float foo[2]; const float bar[1]; // const array of structs not allowed: struct S1 { int i; }; const S1 s1[3]; const struct S2 { int i; } s2[3];
Incompatible type used for return expression in shader code. The following code demonstrates how this error can occur:
void exampleFunction1() { float a; return (a + 1.0); } vec2 exampleFunction2() { float a; return (a + 1.0); } struct { bool b; } exampleFunction3() { // Note that anonymous structs are a valid return type for GLSL functions. return true; // Causes error in that this Boolean type does not match the expected return type. }
Invalid qualifier on sampler variable declaration used in shader code, as demonstrated in the following:
varying sampler2D sampler; varying samplerCube sampler; attribute sampler2D sampler; attribute samplerCube sampler; sampler2D sampler; sampler2D sampler[2]; samplerCube sampler;
Invalid type passed to matrix constructor in shader code. The following code demonstrates how this error can occur:
struct S { int i; } s; mat2 v1 = mat2(s); int i[2]; mat2 v2 = mat2(i);
Invalid type passed to component-wise vector or matrix constructor in shader code. The following code demonstrates how this error can occur:
uniform sampler2D s1; float f = float(s1); uniform samplerCube s2; int i = int(s2); bool b = int(s2);
// Structure and array types cannot be vector or tensor constructor arguments: struct S { int i; } s; vec2 v1 = vec2(1, s); int i[1]; ivec2 v2 = ivec2(1, i);
// Samplers are not allowed as vector constructor arguments: uniform sampler2D s1; vec4 v1 = vec4(0, 0, 0, s1); uniform samplerCube s2; vec4 v2 = vec4(0, 0, 0, s2);
// Samplers are not allowed as matrix constructor arguments: uniform sampler2D s1; mat2 v = mat2(0, 0, 0, s1); uniform samplerCube s2; mat2 v = mat2(0, 0, 0, s2);
// Cannot pass multiple matrix arguments: mat2 a; mat4 mat = mat4(a, a, a, a); // Structure and array types cannot be used in matrix constructors: struct S { int i; } s; mat2 v1 = mat2(1, s, 0, 1); int i[2]; mat2 v2 = mat2(1, i, 0, 1); // Cannot use matrix arguments to a matrix constructor if there are more than one arguments: mat3 m1 = mat3(vec3(0), vec2(0), mat2(1)); mat4 m2 = mat4(vec4(0), vec4(0), mat2(1), mat2(1));
Invalid count of components passed to matrix constructor in shader code. The following code demonstrates how this error can occur:
float f = float(1, 2); int i = int(1, 2); bool b = bool(1, 2); // Invalid component count using scalars: mat2 mat = mat2(1.0, 2.0, 3.0); mat3 mat = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0); mat4 mat = mat4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0); // Invalid component count using vectors: vec3 a; vec3 b; vec3 c; mat2 m = mat2(a, b, c); // Invalid component count using vectors and scalars: vec2 a; mat2 mat = mat2(a, 3.0); vec4 a; mat3 mat = mat3(a, a, a, 3.0); //Invalid argument counts: vec2 a; mat2 m = mat2(a); vec2 a, b, c; mat2 m = mat2(a, b, c); vec3 a, b; mat3 m = mat3(a, b); vec3 a, b, c, d; mat3 m = mat3(a, b, c, d); vec4 a, b, c; mat4 m = mat4(a, b, c); vec4 a, b, c, d, e; mat4 m = mat4(a, b, c, d, e);
Invalid expression on left of assignment in shader code. There are many sources of this error including:
// Invalid constants and const variables: const float x = 0.0; x = 1.0; void exampleFunction(const float x) { x = 1.0; } // Invalid swizzle with repeats: vec4 x; x.xx = vec2(1.0, 1.0); vec4 x; x.ww -= vec2(1.0, 1.0); vec4 x; --x.xx; // Invalid function call: float test() { return 0.0; } void baz() { test() = 1.0; } // Invalid assignment expressions: float x, y; x *= 2.0 = y; float x; (x *= 2.0)++; // Writing to read-only built-in variables: gl_FrontFacing = false; gl_PointCoord = vec2(0.0, 0.0); gl_DepthRange.near = 1.0; // Writing to varying variables (which are read-only) within the fragment shader: varying vec3 baz1; void main() { baz1 = vec3(0.0) }; varying vec3 baz2; void main() { baz2.x = 1.0; } // Uniforms and attributes cannot be left-hand values: uniform bool abc; abc = true; attribute vec3 cba; cba.z = 1.0; // Constant objects cannot be left-hand values: void outfunc(inout float ret) { ret = 1.0; } void callingfunc() { const float x = 0.0; outfunc(x); } const struct S { vec4 v; } svar = S(vec4(0.0)); svar.v.x = 1.0;
Too many components provided for swizzle in the shader code. The following code demonstrates how this error can occur:
// Cannot use more than four components: vec2 a; vec4 b; a = b.xxxxx;
For shader code, the provided swizzle components cannot be in different sets. The following code demonstrates how this error can occur:
// Cannot mix index types (like r and y): vec2 a; vec4 b; b = a.ry; b = a.xs; b = a.sg;
An invalid swizzle component is used in the shader code. The following code demonstrates how this error can occur:
// Cannot use illegal characters in field selection of vectors: vec4 b; b = b.cdef;
A swizzle component is out of range in the shader code. The following code demonstrates how this error can occur:
// Invalid index attempt (vec2 has no z component): vec2 a; vec4 b; b = a.yzzz; b = a.baaa; b = a.pqqq;
Shader code using gl_FrontFacing on FL 9 hardware. The following code demonstrates how this error can occur on FL9 hardware:
void main() { if (gl_FrontFacing) { gl_FragColor = vec4(1.0, 0, 0, 1); } }
Shader code variables declared as const require initialization. The following code demonstrates how this error can occur:
const float bar; const float a, b = 0.0, c; // Samplers can't be const variables: const sampler2D sampler; const samplerCube sampler; // const anonymous structures are impossible since they can't be initialized in GLSL: const struct { bool b; } svar; // const structures must be initialized: struct S { int i; }; const S s;
Shader code variables declared as uniform, attribute, or varying qualifier cannot be initialized. The following code demonstrates how this error can occur:
attribute vec3 attr1 = vec3(0.0); uniform float uniFloat = 0.0; varying vec2 varyVec = vec2(0.0); uniform float uniFloat = 0.0; varying vec2 varyVec = vec2(0.0);
Shader code variables declared as varying require an underlying component type of float. The following code demonstrates how this error can occur:
varying int var; varying ivec2 var; varying ivec3 var[2]; varying bool var[3]; varying bvec4 var;
Invalid constructor argument used in shader code. The following code demonstrates how this error can occur:
struct Light { vec3 eyePosOrDir; bool isDirectional; vec3 intensity; float attenuation; } lightData; light = mat2(lightData);
Invalid type qualifier on parameter used in shader code. The following code demonstrates how this error can occur:
void exampleFunction1(const inout highp float x) {} void exampleFunction2(const inout highp float) {} void exampleFunction3(const inout float x[1]) {} void exampleFunction4(varying float x) {} void exampleFunction5(attribute float x) {}
For shader code, declarators declared as array types require a constant expression for the array size, as demonstrated as follows:
// Array expression must be constant: int i = (false) ? 1 : 2; int j[i]; // Array parameter declarators must have constant size: int bar = (true) ? 1 : 0; void exampleFunction1(float x[bar]) {} // Array declarators must be const in structs: uniform bool f; void exampleFunction2() { int i = (f) ? 1 : 2; struct { int j[i]; } svar; } // The following array must have a size specified, and the size specified must be an integral constant that's greater than zero: int arrraySize = 10; struct { int myArray[arrraySize + 1]; };
For shader code, array size constants must be greater than or equal to zero. The following code demonstrates how this error can occur:
int j[0]; int j[-1]; void exampleFunction1(int bar[0]) {} void exampleFunction2(int bar[-1]) {} const int bar = 0; void exampleFunction3(float x[bar]) {} void exampleFunction4(float x[0]) {} struct { int z[0]; }; struct { int i, j[0]; } svar; struct { int j[-1]; } svar;
Invalid type qualifier for struct used in shader code. The following code demonstrates how this error can occur:
attribute struct { vec4 v; } svar; varying struct { vec4 v; } svar;
Invalid type qualifier for struct used in shader code (can't be varying or attribute). The following code demonstrates how this error can occur:
// Cannot use a name that doesn't exist on the type for field selection: struct { int a; } svar; svar.b = 1; struct S { int x; }; void exampleFunction() { struct S { int y; } ss; S s; s.x = 1; }
Invalid type for left hand side of field selection used in shader code. The following code demonstrates how this error can occur:
vec4 b[2]; b.x = 1.0; // Invalid type for field selection (svar.v is an array): struct { vec4 v[10]; } svar; svar.v.x = 1.0;
For shader code, sampler types are not supported as struct fields. The following code demonstrates how this error can occur:
struct { sampler2D samp; } svar; struct { samplerCube samp; } svar;
Macros must be redefined the same in shader code. The following code demonstrates how this error can occur:
#define A 7.0 A #define A(x) x A(1)
.
Using loop index as out or inout parameter in shader code. The following code demonstrates how this error can occur:
void zar(out int x) { x = 1; } void bar() { for (int i = 0; i < 1; i++) { zar(i); } }
For shader code, types are not allowed to be constructed. The following code demonstrates how this error can occur:
void exampleFunction1() { return void(); } sampler2D s1 = sampler2D(0); samplerCube s2 = samplerCube(0);
Type name has not been declared in shader code. The following code demonstrates how this error can occur:
struct S { int x; }; void exampleFunction() { S S = S(10); S x; } // Member types must already be defined (forward references are not allowed): struct { svarB foo; } svarA; struct svarB { int bar; };
structs can't be nested in shader code. The following code demonstrates how this error can occur:
struct { struct { int bar; } svarB; } svarA;
Invoked function not defined in shader code. The following code demonstrates how this error can occur:
void zar(); void bar() { zar(); }
Function illegally redefined in shader code. The following code demonstrates how this error can occur:
void bar(int) {} void bar(int) {} void zar1(inout int i) {} void zar1(inout int i) {} void zar2(in int i) {} void zar2(int i) {} void zar3(int i) {} void zar3(in int i) {}
Function illegally re-declared in shader code. The following code demonstrates how this error can occur:
// Duplicate forward declarations are not allowed: void bar(int); void bar(int); // A definition counts as a declaration: void zar(int) {} void zar(int); void func1(out int i) {} void func1(out int i); void func2(in int i) {} void func2(int i); void func3(int i) {} void func3(in int i);
Invalid argument passed to vector constructor in shader code. The following code demonstrates how this error can occur:
// Structure and array types cannot be vector or tensor constructor arguments: struct S { int i; } s; vec2 v1 = vec2(s); int i[2]; ivec2 v2 = ivec2(i);
For shader code, struct constructors require exactly matching types. The following code demonstrates how this error can occur:
// Structure constructor types must match exactly in count and type: // Types not matching: struct S { int x; }; S s = S(true); // Too few arguments: struct S { int x, y; }; S s = S(1); // Too many arguments: struct S { int x; }; S s = S(1, 2);
Custom preprocessor shader error code/message. For example, the #error directive can be used for detecting programmer inconsistencies and violation of constraints during preprocessing. When an #error directive is encountered, compilation terminates with a custom error code/message, if provided.
#if !defined(__cplusplus) #error C++ compiler required. #endif
Be aware that the error code/message is subject to macro expansion.
Cannot execute a continue
outside of a loop. The following code demonstrates how this error can occur:
void main(void) { continue; }
main
is the designated entry point, and therefore cannot be called. The following code demonstrates how this error can occur:
void exampleFunction { main(void); }
Invalid qualifier on non-global variable used in shader code. The following code demonstrates how this error can occur:
void main(void) { main(void); } void baz() { main(void); }
For shader code, you cannot redefine main or define main with an incorrect signature. The following code demonstrates how this error can occur:
void main(int x) { } void main(float x) { } void main(int x, float y) { } float main() { return 1.0; }
Reserved operator used in shader code. The following code demonstrates how this error can occur:
int a; a >>= 1; int b; b <<= 1; int c; c %= 1; int d; d &= 1; int e; e |= 1; int f; f ^= 1; bool g; bool h = ~g;
For shader code, ternary conditional operators must have Boolean expression for the test condition. The following code demonstrates how this error can occur:
float a; int b; bool c; a = (c, a, b) ? (b = 1, 1.0) : (b = 2, 2.0); float a; float b; int c; a = b ? 1.0 : c; struct S { int x; }; bool baz1() { S s; return (s) ? true : false; } bool baz2() { bool b[2]; return (b) ? true : false; }
For shader code, a ternary conditional operator must have two expressions of equal types after the test condition. The following code demonstrates how this error can occur:
float a; float b; int c; a = (b < 0.0) ? 1.0 : c;
Invalid location for break statement in shader code. The following code demonstrates how this error can occur:
void main(void) { break; }
Invalid location for discard statement in shader code. The following code demonstrates how this error can occur:
void main(void) { discard; }
Non-constant initializer used in shader code. The following code demonstrates how this error can occur:
int x = 0; const int y = x; bool x = false; const bool y = !x; int x[2]; const int y = x[0]; ivec2 x; const int y = x.x; struct structDef {int bar;}; structDef baz = structDef(1); const int y = baz.bar; bool f = true; const int y = (f) ? 1 : 0; // Function params with const are not const expressions: void baz(const int x) { const int y = x; } // Samplers also can't be const variables: uniform sampler2D a; const sampler2D sampler = a; uniform samplerCube b; const samplerCube sampler = b; // A const struct may not contain an array: int iArr[2]; struct S { int i[2]; }; const S s = S(iArr); S nonConstS; const S s = nonConstS; // const struct initialization requires const parameters: struct S { int i, j; }; int a, b; const S s = S(a, b);
Function overloaded on return type in shader code. The following code demonstrates how this error can occur:
void sin(float f) { } void sin(vec4 f); void pow(float f1, float f2) { } void pow(vec4 f1, vec4 f2); void clamp(float f1, float f2, float f3) { } void clamp(vec4 f1, vec4 f2, vec4 f3); void step(float f1, float f2) { } void step(float f, vec4 v); mat4 cross(vec3 a, vec3 b) { } mat4 cross(vec3 a, vec3 b); void equal(vec2 f1, vec2 f2) { } void equal(bvec4 f1, bvec4 f2); void any(bvec2 f) { } void any(bvec4 f); // Overloads on the return type are not allowed: int baz1(int); void baz1(int) {} struct S { int i; }; int baz2(S s) { return 1; } void baz2(S); struct S { int i; }; struct S2 { int i; }; S baz3(); S2 baz3();
A known function was re-declared or re-defined in shader code. The following code demonstrates how this error can occur:
float sin(float f) { } vec4 sin(vec4 f); float pow(float f1, float f2) { } vec4 pow(vec4 f1, vec4 f2); float clamp(float f1, float f2, float f3) { } vec4 clamp(vec4 f1, vec4 f2, vec4 f3); float step(float f1, float f2) { } vec4 step(out float f, vec4 v); vec3 cross(vec3 a, vec3 b) { } vec3 cross(vec3 a, vec3 b); bvec2 equal(vec2 f1, vec2 f2) { } bvec4 equal(inout bvec4 f1, bvec4 f2); bool any(bvec2 f) { } bool any(bvec4 f);
A function was defined with mismatching qualifiers from its declaration in shader code. The following code demonstrates how this error can occur:
void baz1(int i); void baz1(out int i) {} void baz2(out int i); void baz2(inout int i) {} struct S { int i; }; void baz3(inout S i); void baz3(out S i) {} void baz3(S i); void baz3(out S i) {}
Array size must be an integer constant expression in shader code. The following code demonstrates how this error can occur:
float i = 0.0; int arr[2]; arr[i];
Array size unable to be calculated in shader code. The following code demonstrates how this error can occur:
const bool x = false; const bool y = !x; int a[int(y)]; int a[ivec2(1, 1).x]; const ivec2 x = ivec2(1, 1); const int y = x.x; int a[y]; struct structDef {int bar;}; const structDef baz = structDef(1); const int y = baz.bar; int a[y]; int arr[2 > 1 ? 8 : 9];
Wrong #version directive used in shader code. The following code demonstrates how this error can occur:
#version 90 #version 110
#version directive in wrong place in shader code. The following code demonstrates how this error can occur:
#define BAZ #version 100
Unary operator not defined for this type in shader code. The following code demonstrates how this error can occur:
struct S { int i; } s; +s; int a[2]; +a;
struct type declaration in function parameter not allowed in shader code. The following code demonstrates how this error can occur:
bool exampleFunction(struct S { bool b; } svar) { return svar.b; }
struct types exceeded maximum nesting level in shader code. The following code demonstrates how this error can occur:
struct One { bool f; }; struct Two { One one[2]; }; struct Three { Two two[2]; }; struct Four { Three three[2]; }; struct Five { One one; Two two; Three three; Four four[2]; };
Illegal operator for struct type used in shader code. The following code demonstrates how this error can occur:
struct S {int a;}; S a, b; a <= b; struct S {bool a;}; S a, b; a && b; struct S {int a;}; S a, b; a += b;
Operator not defined for a type that contains an array type in shader code. The following code demonstrates how this error can occur:
struct S {int a[2];}; S a, b; a = b;
Unknown extension used in shader code. For FL9 hardware, the following code demonstrates how this error can occur:
#extension GL_OES_standard_derivatives : enable\nvoid exampleFunction() { vec3 x; vec3 y = dFdx(x); }
Invalid behavior specified for extension in shader code. The following code demonstrates how this error can occur:
#extension all : enable #extension all : require #extension all : unknown
A required extension is not supported for the shader code. For FL9 hardware, the following code demonstrates how this error can occur:
#extension GL_OES_standard_derivatives : require\nvoid exampleFunction() { vec3 x; vec3 y = dFdx(x); }
Directive not first thing on line in shader code. The following code demonstrates how this error can occur:
aaaa#define A a/**/aa #define B aaa#define C aa/**/a #define D
The following code demonstrates how this error can occur:
// Local function declarations are not allowed: void baz(int) { void bar(); }
The following code demonstrates how this error can occur:
void v[3]; void baz(void vv); void baz(void vv) {} struct { void a; } svar; struct { void a[2]; } svar; struct { void a; } svar; struct { void a[2]; } svar;
The following code demonstrates how this error can occur:
void baz1(int, void) {} void baz2(int, vec3, mat2, void, mat4) {}
转自:http://msdn.microsoft.com/en-us/library/ie/dn611835(v=vs.85).aspx
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手势识别项目实战
在智慧园区建设的浪潮中,一个集高效、安全、便捷于一体的综合解决方案正逐步成为现代园区管理的标配。这一方案旨在解决传统园区面临的智能化水平低、信息孤岛、管理手段落后等痛点,通过信息化平台与智能硬件的深度融合,为园区带来前所未有的变革。 首先,智慧园区综合解决方案以提升园区整体智能化水平为核心,打破了信息孤岛现象。通过构建统一的智能运营中心(IOC),采用1+N模式,即一个智能运营中心集成多个应用系统,实现了园区内各系统的互联互通与数据共享。IOC运营中心如同园区的“智慧大脑”,利用大数据可视化技术,将园区安防、机电设备运行、车辆通行、人员流动、能源能耗等关键信息实时呈现在拼接巨屏上,管理者可直观掌握园区运行状态,实现科学决策。这种“万物互联”的能力不仅消除了系统间的壁垒,还大幅提升了管理效率,让园区管理更加精细化、智能化。 更令人兴奋的是,该方案融入了诸多前沿科技,让智慧园区充满了未来感。例如,利用AI视频分析技术,智慧园区实现了对人脸、车辆、行为的智能识别与追踪,不仅极大提升了安防水平,还能为园区提供精准的人流分析、车辆管理等增值服务。同时,无人机巡查、巡逻机器人等智能设备的加入,让园区安全无死角,管理更轻松。特别是巡逻机器人,不仅能进行360度地面全天候巡检,还能自主绕障、充电,甚至具备火灾预警、空气质量检测等环境感知能力,成为了园区管理的得力助手。此外,通过构建高精度数字孪生系统,将园区现实场景与数字世界完美融合,管理者可借助VR/AR技术进行远程巡检、设备维护等操作,仿佛置身于一个虚拟与现实交织的智慧世界。 最值得关注的是,智慧园区综合解决方案还带来了显著的经济与社会效益。通过优化园区管理流程,实现降本增效。例如,智能库存管理、及时响应采购需求等举措,大幅减少了库存积压与浪费;而设备自动化与远程监控则降低了维修与人力成本。同时,借助大数据分析技术,园区可精准把握产业趋势,优化招商策略,提高入驻企业满意度与营收水平。此外,智慧园区的低碳节能设计,通过能源分析与精细化管理,实现了能耗的显著降低,为园区可持续发展奠定了坚实基础。总之,这一综合解决方案不仅让园区管理变得更加智慧、高效,更为入驻企业与员工带来了更加舒适、便捷的工作与生活环境,是未来园区建设的必然趋势。
相亲交友系统源码 V10.5支持婚恋相亲、媒婆返利、红娘系统、商城系统等等 这款交友系统功能太多了,适合婚恋相亲,还有媒婆婚庆等等支持 PC和 H5还有小程序,可封装红年、APP,里面带安装教程
本资源《单片机也能玩双核之你想不到的C技巧系列——嵌入式实战》涵盖 双核单片机开发、C语言高级技巧、嵌入式系统优化 等核心内容,结合 实战案例与视频教程,帮助开发者深入理解并掌握高效编程技巧。 适用人群: 适合 嵌入式开发工程师、单片机开发者、电子信息相关专业学生,以及希望提升 C语言编程能力 和 嵌入式项目经验 的技术人员。 能学到什么: 双核单片机开发思路,提高并行处理能力。 C语言高级技巧,提升代码优化与执行效率。 嵌入式系统调试方法,掌握实际项目中的调试策略。 实战案例解析,学习如何在实际工程中应用双核技术。 阅读建议: 建议 先学习基础知识,再结合 示例代码与视频教程 进行实操,重点关注 代码优化、调试技巧与双核应用模式,通过实战演练提高嵌入式开发能力。
人脸识别项目源码实战
人脸识别项目源码实战
c语言学习
红外光伏缺陷目标检测模型,YOLOv8模型 基于红外光伏缺陷目标检测数据集训练,做了必要的数据增强处理,以达到缺陷类别间的平衡 可检测大面积热斑,单一热斑,二极管短路和异常低温四类缺陷 测试集指标如图所示 ,核心关键词:红外光伏缺陷目标检测模型; YOLOv8模型; 数据增强处理; 缺陷类别平衡; 大面积热斑; 单一热斑; 二极管短路; 异常低温。,基于YOLOv8的红外光伏缺陷检测模型
基于PLC的自动浇花控制系统 西门子1200PLC博途仿真,提供HMI画面,接线图,IO分配表,演示视频,简单讲解视频 博图15.1及以上版本均可使用 ,核心关键词: PLC自动浇花控制系统; 西门子1200PLC博途仿真; HMI画面; 接线图; IO分配表; 演示视频; 简单讲解视频; 博图15.1及以上版本。,基于PLC的自动浇花系统:西门子1200PLC博途仿真实践教程
在智慧园区建设的浪潮中,一个集高效、安全、便捷于一体的综合解决方案正逐步成为现代园区管理的标配。这一方案旨在解决传统园区面临的智能化水平低、信息孤岛、管理手段落后等痛点,通过信息化平台与智能硬件的深度融合,为园区带来前所未有的变革。 首先,智慧园区综合解决方案以提升园区整体智能化水平为核心,打破了信息孤岛现象。通过构建统一的智能运营中心(IOC),采用1+N模式,即一个智能运营中心集成多个应用系统,实现了园区内各系统的互联互通与数据共享。IOC运营中心如同园区的“智慧大脑”,利用大数据可视化技术,将园区安防、机电设备运行、车辆通行、人员流动、能源能耗等关键信息实时呈现在拼接巨屏上,管理者可直观掌握园区运行状态,实现科学决策。这种“万物互联”的能力不仅消除了系统间的壁垒,还大幅提升了管理效率,让园区管理更加精细化、智能化。 更令人兴奋的是,该方案融入了诸多前沿科技,让智慧园区充满了未来感。例如,利用AI视频分析技术,智慧园区实现了对人脸、车辆、行为的智能识别与追踪,不仅极大提升了安防水平,还能为园区提供精准的人流分析、车辆管理等增值服务。同时,无人机巡查、巡逻机器人等智能设备的加入,让园区安全无死角,管理更轻松。特别是巡逻机器人,不仅能进行360度地面全天候巡检,还能自主绕障、充电,甚至具备火灾预警、空气质量检测等环境感知能力,成为了园区管理的得力助手。此外,通过构建高精度数字孪生系统,将园区现实场景与数字世界完美融合,管理者可借助VR/AR技术进行远程巡检、设备维护等操作,仿佛置身于一个虚拟与现实交织的智慧世界。 最值得关注的是,智慧园区综合解决方案还带来了显著的经济与社会效益。通过优化园区管理流程,实现降本增效。例如,智能库存管理、及时响应采购需求等举措,大幅减少了库存积压与浪费;而设备自动化与远程监控则降低了维修与人力成本。同时,借助大数据分析技术,园区可精准把握产业趋势,优化招商策略,提高入驻企业满意度与营收水平。此外,智慧园区的低碳节能设计,通过能源分析与精细化管理,实现了能耗的显著降低,为园区可持续发展奠定了坚实基础。总之,这一综合解决方案不仅让园区管理变得更加智慧、高效,更为入驻企业与员工带来了更加舒适、便捷的工作与生活环境,是未来园区建设的必然趋势。
大型集团用户画像系统化标准化数字化用户主数据管理项目规划方案
基于STM32的水质 浊度检测仪设计与实现(详细设计说明书+ 10008-基于STM32的水质 浊度检测仪设计与实现(详细设计说明书+原理图PCB工程+源码工程+实物照片) 本次设计是设计一款水质检测设备,实现温度检查、水质检测的功能,将检测到的数据显示到显示器中,并实时记录系统的参数 本次系统需要对温度检测,使用的传感器为DS18B20,通过单总线的方式来完成系统温度检测 使用水质检测模块检查水的质量 通过传感器检测到的数据计算后的值实时刷新到显示器中,主要的功能包括以下几点: ①可以对温度实时检测; ②可以对水质实际值实时检测; ③水质浑浊预警 主要特点: 1.以STM32单片机为核心,配合水质模块; 2.主要完成系统的 功能控制、状态显示、信息检测以及报警硬件组建所单片机和传感器等元器件的选择; 3.完成系统控制的软件设计编程; 4.实现对水质检测、温度检查、预警的功能 内容包含: 1、原理图工程 2、PCB工程 3、源码工程 4、实物照片 5、详细介绍说明书-22531字 6、实物照片 7、浊度传感器资料
人脸识别项目实战
华中科技大学计算机科学研究生复试上机测试题.zip