The Flash EOL is January 12, 2021. Does the Flash Player executable actually stop Flash from working or is it something that can be stopped by Group Policy (in the case of a browser) or WSUS Updates in the case of the up-coming update?
And if so - how can you make flash work after January 12, 2021?
According to the adobe flash administrator guide in page 28 - it may be possible to allow enterprise flash applications to run.
If the browser will not block you (e.g. if you are using chrome 87 and below or firefox 84 and below) - you may just edit the mmc.cfg as so:
EOLUninstallDisable=1
SilentAutoUpdateEnable=0
EnableAllowList=1
AutoUpdateDisable=1
ErrorReportingEnable=1
AllowListUrlPattern=https://YOUR_URL_HERE:8443
The mmc config is found in directory:
MacOS: /Library/Application Support/Macromedia
Windows x86: C:\Windows\System32\Macromed\Flash
Windows x64: C:\Windows\SysWow64\Macromed\Flash
For chrome:
macOS: /Users//Library/Application Support/Google/Chrome//Pepper Data/Shockwave Flash/System
for Win: %USERNAME%/AppData/Local/Google/Chrome/User Data//Pepper Data/Shockwave Flash/System
for Linux : ~/.config/google-chrome/User Data//Pepper Data/Shockwave Flash/System/
Setting your time on 13 Jan will block flash content to be executed on flash Player plugin, showing this icon:
Related
I have an Unity application let's call it X it usually runs at about 60 FPS. But when I rename the executable to Explorer (the same as Windows Explorer) my FPS drops to 7-8.
This is a screenshot from the profiler when the app is named X when the FPS is about 60:
This is another screenshot from the profiler with the same app but named explorer.exe when the FPS is about 8:
This is a screenshot of the GPU usage when named X.exe:
The same app named explorer.exe:
I'm can and will rename the app to something else, but I'd like to know what causes this and how I can figure this out on my own.
Things I've tried:
Disabling my AV which is windows defender and restarting with no effect.
Trying to reproduce it on a colleagues PC, with no success.
This makes me things that it might be specific to my machine and that maybe some process is trying to make some API calls on the other Explorer.exe and somehow affects my app.
In case it's relevant
I'm using Unity 2019.3.5f1
It's happening in the built app both debug and release
OS Name: Microsoft Windows 10 Pro
OS Version: 10.0.18362 N/A Build 18362
System Model: Alienware 17 R4
System Type: x64-based PC
Disappointingly the issue was cause by the fact the my windows was using the CPU graphics card instead of the dedicated one when the app was named explorer.exe.
To change this, I had to:
Go to Settings > System > Display > Graphics Settings.
Browse and pick my app.
Select my app from the list.
Select Options.
Select High performance.
Select Save.
Original source
This made my app use dedicated GPU instead of the integrated one.
Genexus developers, I'm experiencing issues after launching the app, start the splash screen, then freeze and minimize immediately. Anyone who experienced this issue?
I've started to deploy to cloud a windows 8 app using genexus ev3 update 2, working on win8.1 SO.
For quick test of win8 generator I've followed the gx wiki tutorial My First Windows 8 App.
Tried the common solutions (registry and folder permissions, screen resolution, ...) and Wiki GX win8 common issues related with this with no success, everything looks as it should be.
Solved
Updated Genexus to Ev3 Upgrade 3 Preview 1
You should check the log to get more info.
Please see "Windows 8 Application closes unexpectedly" section at Common issues page
When the application is run (F5) a debug file is generated. Check it
for further info about the problem behind the app closure. File
location is shown at GeneXus output window (e.g. "Dashboard log file
will be generated at:
'C:\Users\myuser\AppData\Local\Packages\Dashboard_6f78njyw3rst2\LocalState'")
If you have Visual Studio installed you can run the project there for debugging.
I prefer google chrome in almost every way above IE10, but one thing I hate is that fonts just look much better in IE10. This especially visible with small math fonts. They look like pdf quality in IE10.
After searching a little bit, I found out that this is because IE10 use DirectWrite in windows 7/8 for font rendering. I was searching if chrome will support this in the future and I found this information:
Apr 24, 2013:
An update for everyone that's watching this one:
Our Windows font rendering is actively being worked on. Basic support
for DirectWrite is now in Skia (to update from comment #13). At the
same time, GDI was very deeply embedded in the Windows WebKit port and
is still being rooted out. We hope to have something within a
milestone or two that developers can start playing with. How fast it
goes to stable is, as always, all about how fast we can root out and
burn down any regressions.
We'll update the thread here when it's available behind a runtime flag
for y'all to try out.
Oct 8, 2013
The following revision refers to this bug:
http://src.chromium.org/viewvc/blink?view=rev&rev=159071
Changed paths: M http://src.chromium.org/viewvc/blink/trunk/Source/core/platform/graphics/skia/FontCacheSkiaWin.cpp?r1=159071&r2=159070&pathrev=159071
M
http://src.chromium.org/viewvc/blink/trunk/Source/core/page/RuntimeEnabledFeatures.in?r1=159071&r2=159070&pathrev=159071
Add runtime flag for using DirectWrite on windows
Add runtime enabled feature for using the DirectWrite skia backend on
windows.
BUG=25541 R=bungeman#chromium.org, eseidel#chromium.org
Review URL: https://codereview.chromium.org/26335002
I don't even know what a runtime flag is, but this sounds to me that it may be possible to somehow enable directwrite in chrome. Is this true ? Or should I wait a little longer before I can use directwrite font rendering in chrome ?
Sadly not yet (as of 2013-10-31, no Chromium channels supports this feature out-of-the-box).
If you look at the latest RuntimeEnabledFeatures.in, DirectWrite doesn't have any status assigned to it. According to Blink document, users cannot enable a feature via about:flags unless status=experimental is assigned.
But hopefully soon, so windows users may have a better time with web fonts :)
Update 2013-11-16: with latest issue 25541 comment, it seems we are very close to be able to enable DirectWrite in Canary.
Update 2014-01-04: Canary build now has a command line switch that can enable DirectWrite font rendering, but disabling sandbox mode are required (not safe for everyday browsing). There are also a few font rendering problem associate with it. Hopefully they can get them fixed and add this feature to about:flags soon.
Update 2014-05-09: latest Canary build (m36) now has proper support for DirectWrite within sandbox mode (implemented via issue 333029), which means developers can enable DW directly by going to about:flags#enable-direct-write. As for consumers, Google is targeting release on m37.
Update 2014-08-09: Chrome 37 beta enables DirectWrite by default, expect Chrome 37 official release to have it by default as well.
Update 2014-08-31: Chrome 37 stable release has DirectWrite enabled by default! Just note that users can still turn it off at about:flags (some of them use MacType instead).
Chrome 35 (beta) comes with an option to enable DirectWrite for Windows font rendering. Paste the following command in your address bar and click enable:
chrome://flags/#enable-direct-write
Reference: http://www.reddit.com/r/web_design/comments/22q9r9/chrome_35_beta_has_finally_fixed_windows_font/
It's currently in development for chrome on windows.
http://www.chromestatus.com/features/4725550652325888
Update: on August 26, 2014, Google updated the stable version of their Chrome browser to version 37.0.2062.94 on Windows, OS X, and Linux. With this release, Chrome move from Microsoft's Graphics Device Interface rendering method to Microsoft's DirectWrite text rendering API. Switching to DirectWrite has been requested for years by users on Windows, and Google has stated that it took significant rewriting of their font rendering engine which is why it has taken so long.
It's in Chrome as a flag as of 33 (and as of this time of writing), however from what I understand you still need to run it with the sandbox disabled via the command line --no-sandbox. This is not a recommended action for everyday use. You can enable the rendering flag, but it will only change if sandboxing is disabled.
(I would have added this as a comment to #chickenbooze, but I've switched SE accounts and don't have enough reputation yet :)
I have ZTE Open with Firefox OS.
I have macosx laptop. (And also parallels with windows vista, 7, 8 etc. if it may help…)
I enable remote debuging and console in phone settings and remote debuging in Firefox Nightly on desktop.
Download adt-bundle-mac-x86_64-20130917 from http://developer.android.com/sdk/index.html
and run:
./adb devices
List of devices attached
roamer2 device
So device is connected
Then I run
./adb forward tcp:6000 localfilesystem:/data/local/debugger-socket
Because this article https://developer.mozilla.org/en-US/docs/Tools/Remote_Debugging
Then I open Firefox and
Tools -> Web Developer -> Connect…
And nothing… Just timeout. Then I try
./adb forward tcp:6000 tcp:6000
Get this on my ZTE Open:
Click "Ok" and get this on my desktop:
No tabs!
What I am doing wrong?!
Help me please.
Remote debugging requires Firefox OS 1.2 or greater, which I do not think has been released for the ZTE Open.
More information regarding remote debugging with App Manager (simulator):
https://developer.mozilla.org/en-US/docs/Mozilla/Firefox_OS/Using_the_App_Manager#Firefox_1.2.2B_required
And here's some info on the ZTE Open:
https://developer.mozilla.org/en-US/docs/Mozilla/Firefox_OS/Developer_phone_guide/ZTE_OPEN
The instructions from #christi3k work for remote debugging an app within Firefox OS on my ZTE Open C.
When I want to debug a classic webpage, it's not working at all within Firefox OS context.
It will only work in an Android context according to https://bugzilla.mozilla.org/show_bug.cgi?id=1009518 but maybe I miss something.
Has anybody had Flash player debuuger suddenly stop working for no reason whatsoever.
What I've found so far:
- No exception screens popping up.. in ANY browser. Reinstalled debugger version of flash player, no go.
- Flashbug not showing in Firebug
- No trace calls visible in FlashDevelop
- Flash IDE behaves normal.. all trace calls visible
- Firefox updated about the same time but problem seems to be on a wider scale
This started approximately, on Sunday 8th Januray (or saturday).
Any ideas?
Windows 7 Home Premium 64-bit
Use the below special uninstaller:
http://kb2.adobe.com/cps/141/tn_14157.html#main_Download_the_Adobe_Flash_Player_uninstaller
Reboot
Download and install the latest debug version:
http://fpdownload.macromedia.com/pub/flashplayer/updaters/11/flashplayer_11_ax_debug_32bit.exe
http://fpdownload.macromedia.com/pub/flashplayer/updaters/11/flashplayer_11_plugin_debug_32bit.exe
Ensure that this file exists, otherwise create it:
"c:\Documents and Settings[user name]\Application Data\Macromedia\Flash Player\Logs\flashlog.txt"
Note that there is a bug in Flash Player right now that when Photoshop is open that the player will not update logs
I hope this works for you as it did for me!
There's also a thread about this for Win 7 64x at:
http://forums.adobe.com/message/3045268