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render : function(outputPresetPath, outputPath) { | |
app.enableQE(); | |
var activeSequence = qe.project.getActiveSequence(); | |
if (activeSequence) { | |
app.encoder.launchEncoder(); | |
var timeSecs = activeSequence.CTI.secs; | |
var timeFrames = activeSequence.CTI.frames; | |
var timeTicks = activeSequence.CTI.ticks; |
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import sys | |
from PyQt5 import QtCore, QtGui, QtWidgets | |
class Node(object): | |
def __init__(self, name, parent=None): | |
self._name = name | |
self._parent = parent | |
self._children = [] |
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# RST ===================== | |
============================ | |
# Code block for RST # | |
============================ | |
.. code-block:: python | |
$END$ | |
============================= | |
# Inline code block for RST # | |
============================= |
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from typing import (Dict, Tuple, List, NewType, Callable, Mapping, Sequence, TypeVar, Generic, | |
Iterable) | |
from logging import Logger | |
Vector = List[float] | |
def scale(scalar: float, vector: Vector) -> Vector: | |
return [scalar * num for num in vector] |
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# Some old unittesting notes I consult once in a while when I get stuck writing a test | |
In the broadest sense of the term, unit testing simply means testing a single unit of code, isolated from other code that it might be integrated with. Traditionally, unit testing was an activity that was primarily performed by test engineers. These engineers would take code given by the developers and run them through a suite of tests to verify that the code worked. Since this code was tested before integration, the process fits into the definition of a unit test. Traditional unit testing was typically a manual affair, with test engineers walking through the tests cases by hand, although some teams would go a step further and automate the tests. | |
An integration test is a test that involves exercising more than one unit of the system. The goal is to check whether these units have been integrated correctly. A typical integration test might be to go to a web page, fill in a form, and check whether the right message is display |
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query = { | |
'entity_type': 'Task', | |
'filters': [ | |
['project', 'is', {'type': 'Project', 'id': project_id}], | |
{'filter_operator': 'any', | |
'filters': [ | |
# Ensure that the task is on a shot, we're not setting | |
# the sequence on the tasks in Shotgun. | |
['entity.Shot.id', 'is_not', None], | |
# Or that the task is on an asset. |
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<?xml version="1.0" encoding="UTF-8"?> | |
<!DOCTYPE xmeml> | |
<xmeml version="4"> | |
<sequence id="sequence-1" TL.SQAudioVisibleBase="0" TL.SQVideoVisibleBase="0" TL.SQVisibleBaseTime="0" TL.SQAVDividerPosition="0.5" TL.SQHideShyTracks="0" TL.SQHeaderWidth="236" Monitor.ProgramZoomOut="1262874412800" Monitor.ProgramZoomIn="0" TL.SQTimePerPixel="0.61538461538461542" MZ.EditLine="0" MZ.Sequence.PreviewFrameSizeHeight="480" MZ.Sequence.PreviewFrameSizeWidth="720" MZ.Sequence.AudioTimeDisplayFormat="200" MZ.Sequence.PreviewRenderingClassID="1061109567" MZ.Sequence.PreviewRenderingPresetCodec="1685288558" MZ.Sequence.PreviewRenderingPresetPath="EncoderPresets\SequencePreview\0f3c7317-cf5d-44e8-8b19-1bc6d7b05ce6\Microsoft AVI DV NTSC.epr" MZ.Sequence.PreviewUseMaxRenderQuality="false" MZ.Sequence.PreviewUseMaxBitDepth="false" MZ.Sequence.EditingModeGUID="0f3c7317-cf5d-44e8-8b19-1bc6d7b05ce6" MZ.Sequence.VideoTimeDisplayFormat="102" MZ.WorkOutPoint="15239249625600" MZ.WorkInPoint="0" explodedTracks="true"> | |
<uuid> |
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{ | |
"OTIO_SCHEMA": "Timeline.1", | |
"metadata": {}, | |
"name": "test_sequence", | |
"tracks": { | |
"OTIO_SCHEMA": "Stack.1", | |
"children": [ | |
{ | |
"OTIO_SCHEMA": "Sequence.1", | |
"children": [ |
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<?xml version="1.0" ?> | |
<xmeml version="4"> | |
<project> | |
<name>test_sequence</name> | |
<children> | |
<sequence id="sequence-5"> | |
<name>test_sequence</name> | |
<duration>149</duration> | |
<rate> | |
<timebase>24</timebase> |
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As 2017 draws to a close and we prepare the last release for the year, 0.8.2, we wanted to additionally provide an update that includes a recap of the areas in which we’ve been focusing our development, as well as an outline of the problems on which we are either actively engaged or have on the books for the next six months horizon. | |
The major focus areas of development have been: | |
Steering some optimization focus from reading USD to authoring USD | |
Finalizing UsdShade for both MaterialX conformance and usefulness in conjunction with instancing | |
Preparing Hydra to handle the needs of “full quality” renderers as back-ends. | |
Removing impediments to preserving aggregate instances throughout our pipeline | |
Adding and fleshing out schemas, such as lights and skinning | |
Diving into a bit more detail,, we’ll break it down roughly by area. |