OBIEE uses flash player to render charts. After discontinuing support of adobe flash player, obiee charts do not display. Is there any way to render obiee charts without adobe flash player.
OBIEE doesn't use flash anymore since many years because it's dead technology. You didn't upgrade and now get penalized. Any version that still uses flash is out of date and unsupported.
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We configure "instanceconfig.xml" file to remove the Adobe flash player dependency to show the charts and graphs in the obiee12c analytical reports and dashboards. Now, OBIEE12c can display charts without the Adobe Flash Player, However, reports still shows a link named "Copy Link Requires Adobe Flash Player"
a) "12c" doesn't mean anything as there were 5 major releases with over 50 bundle patches
b) This is fixed since 2016 and clearly explained in support document 2111430.1:
https://support.oracle.com/epmos/faces/DocContentDisplay?id=2111430.1
I'm trying to see why our DJI-enabled app isn't working correctly with the Mavic Air 2 on iOS or Android. Here I'm debugging with iOS but I've seen the same failures when briefly testing on our Android app.
When calling setMode:completion: on the single camera belonging to the Mavic Air 2, I consistently get "Current product does not support this feature.(code:-1013)"
isMediaDownloadModeSupported returns true for the camera, and yet I can't set the camera mode to media download mode at all (or any other mode).
I've found that setFlatMode:completion: seems to work ok to set photo and video modes as a sort of alternative, however this is only for photo/video modes, and won't help me with downloading media from the SD card. (right?)
Any help out there?
From my DJI Developer Support ticket for the same issue:
For the Mavic Air 2 drone, should use the setFlatMode to switch the photo, video mode, and use the enterPlayback, exitPlayback to enter/ exit the download mode.
I'm experiencing issues with the YouTube player failing to load when the power save mode is enabled in Safari 6.1 and 7 on OSX. The issue doesn't happen if the youtube user is using the experimental HTML5 player, but it's still in beta and most people are still using the Flash player. The "disable plugins to save power" option is on by default in most new versions of Safari and this causes the YouTube iFrame API to enter an endless loop as it tries to initialize the player.
Is there any attribute on the window or navigator objects that would possibly indicate that the power save mode is enabled so that I can warn users?
This issue is semi-intentional. The Power Saver mode in Safari deliberately stops flash content. You can read more about it in this article.
If the flash content is 'front and centre' (within a 3000 x 3000 pixel boundary starting at the top left corner of the document) it should still play. So it may help, if the youtube video is off to the side of the page, to try and centre it. Apple says content will not play if it is in the margins (see this page under the Safari Power Saver heading).
Well i do not think there is any readable JS property to know that,
if so Apple would have a flawed design, and the Safari Users would get nagged to disable that mode, in order to have the web site working "properly" ...
What you could do of course is to try to make a server call on your web site via flash, and then try to read the changed session variable via JavaScript, then you would know ...
I have been trying to figure out where Promotion and Featured graphic shows up. But I am not able to find any use for it. Not even a app that uses it. All I find is the HD app icon and the screen shots.
I have looked at thisisatest, and this question. When I see Android phone via Play Store, I dont see the Promotion and Featured images. When I see the website, there too I am not able to find use of these images.
Has something changed in Play Store over the years (Since July 2012) ?
The store received a major redesign about mid-July, 2013, and the feature graphic, which used to provide a banner of sorts for the listing page (and was required in order to be featured) seems to have disappeared in the process.
I would like to use interactive 3D models in a web page. The required functionality is:
Import dxf file which defines & displays a room.
Add/move prebuilt objects from javascript
Add/move lamp which cast shadows from javascript
Return room dimensions to javascript
Return object positions to javascript
Can I import dxf files into any WebGL engine?
I have a small repeat user base so a browser installation is no problem at all. Is there any plugin technology I could use? Java applets? Unity? Can I use an OpenGL engine as a plugin? How about a java3d applet?
I will start with desktop but would need to be targeting tablets soon and mobiles in two years or so.
I am becoming convinced I will need to hire an expert to write this but I want to understand the options. Can you recommend a suitable technology?
I think WebGL is an excellent choice for this application; the graphics functions you describe are well within its capabilities. I can't comment on model loading, though, as I'm not familiar with WebGL engines.
However, mobile is a big wrinkle. Regarding the techniques you mention:
WebGL is supported in Chrome and Firefox for Android. On iOS, Mobile Safari does not enable WebGL, but an implementation exists (used strictly for in-app ads), so it is likely that there may be broader WebGL support in the future (possibly requiring a custom web view wrapper to enable it).
Java applets are not supported by any browser on either Android or iOS.
Unity is a viable choice; the Unity Web Player browser plugin allows embedding Unity content in a web page. However, there is no such plugin for mobile-OS devices; Unity content may be compiled into a application for iOS or Android but it cannot be viewed within a web page.
News as of August 2014: Unity has announced that the upcoming Unity 5 will include publishing to JavaScript + WebGL (no plugin required). Assuming this works as promised, you can use Unity if your target platform has a browser with WebGL support.
So, if you absolutely need cross-platform 3D including iOS right now, Unity is where it's at, but WebGL is a good choice for desktop and Android now and likely to improve on mobile in the future, and is the only way to embed 3D in a web page, not an app across desktop and Android.
WebGL is not the only way to embed 3D in a web page - see phoria.js:
http://www.kevs3d.co.uk/dev/phoria/
https://github.com/kevinroast/phoria.js
Also three.js has a canvas rendering for without web-gl.
Phoria.js and others like it will work on iPhone/iPad and Android phones that don't support web-gl. Of course, the performance is MUCH lower but if you don't have complex models and want it to work everywhere...