I've switched to D3v4 but I think DC.js requires D3 v3.5. I've tried it with v4 and it throws an error. Can anyone from the DC world confirm that DC does not currently work with V4 - and any ideas on whether and when this will happen would be a bonus. Thanks.
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I'm currently trying to get an Angular-Nativescript-OpenGl-App runnning. See: https://github.com/Franziskus1988/nativescript-opengl.
Unfortunately it only works when I use native Java for the OpenGL rendering part (GLSurfaceView.Renderer).
Can somebody help me to get this running in "plain" NativeScript.
As you might already know there is a open feature request, register your vote on the issue and hopefully they will pick it up soon when more people show interest towards the feature.
I have developed bot application using Microsoft bot framework V4 preview(4.0.1 Preview)
Now i want to migrate to new stable version (4.0.8)
Can anyone tell me what are the breaking changes and how to fix those..
The downvotes are probably because this is a very broad question, as the framework went through some pretty significant changes from Preview to Stable. For example, if I'm not mistaken, what you call DialogContainer is probably ComponentDialog now. No one's going to be able to say what the breaking changes are, because they broke in different places for different bots, depending on the the bot's code. If you attempt to upgrade to 4.0.8 and run into errors, you can post those errors and get better assistance in solving each one.
I couldn't find this info anywhere. I know that D3.js v4 has a lot of v3 bugs fixed and the new modular approach is great, but I've got an existing application that has 4 (relatively complex) charts and I can't estimate how many working hours it would take to migrate from v3 to v4. Furthermore, now I'm working on a new map chart and it seems that v3 has already a good map support (then using D3.js v4 wouldn't be mandatory).
When asked about updating v3 examples to v4, Mike Bostock wrote:
Yep, I’m going to update my examples in-place. Consider it my
heavy-handed encouragement to upgrade to 4.0. (For one thing, there
are lot of 3.x bugs fixed in 4.0, and I have limited resources to
provide free support to old versions.)
However, the last v3 release (v3.5.17) on GitHub is recent, 4 May 2016. Therefore I still don't know exactly how long the v3 support will last.
Does anyone have this answer? Or, Mike, do you even have any idea of it?
D3.js v3 is no more supported. Mike answered me on Twitter:
I am not fixing bugs or developing new features in v3; my development efforts are solely focused on v4+.
From Mike Bostock on Twitter:
I am not fixing bugs or developing new features in v3; my development
efforts are solely focused on v4+.
I am working on a multiplayer game for WebGL platform and i am using (http://lockstep.io/ - SocketIo & node.js server ) for handling the game.
I am facing these issues as shown in the attached image.
I have no idea about what these errors state?
I don't think that the issue is from my coding side as my multiplayer game runs perfectly in standalone builds with more than 4 instances of the standalone build.
But it does not even open in my WebGL build.
Does WebGL does not support threading??
Please guide. What are these errors all about? Can these issues be solved?? or Do i have to change my whole project implementation?
Unity WebGl does not support Multithreading. Although Unity is working hard to bring Thread support in WebGL.
Do not compare standalone with WebGL because many features are not supported in WebGL. Looking at the error, it says something about Thread and that could definitely be the problem. About 90% chances it is the problem.
You cannot solve this problem right now unless you remove the use of SocketIo.
I don't know how SocketIo is implemented so I can't tell you if Thread is the only problem it has but if it uses other API's not supported in WebGL, then you will still have problems.
The only known network API that is made and optimized to work with WebGL is the new Unity web API called UnityWebRequest. You have to modify your code to use that. The link I provided provides many examples needed to get started with it.
if you use anything like webrequestm System.web or socket, WebGL will crash. UnityWebRequest is the only solution. It is faster than WWW and you need Unity 5.2 and above to use it.
Regarding to the immature situation and the somewhat bright feature of WebGL, I decide to use it to build an online application. For those users who have Firefox 4 or Chrome, there is no problem. But what should I do for the users of Firefox 3.* or even IE 6, 7, etc.?
So I'd like to ask that if there is any possible to write a plugin/addon. And when my codes detect the incompatibility, it can alert the user to download/install this extra component to enable them using the WebGL contents.
I noticed that nearly all instructions of WebGL only ask you to install the new, modern browsers to access WebGL contents, but none of them tell you how to handle the old browsers. Will there be a way for the survival of old school browsers?
Thanks very much.
As far as IE goes you should be able to use google chrome frame when webgl hits chrome(you can already hack it to get it working). And since you don't need admin rights to install it anymore it shouldn't be that much of a hurdle. As far as FF3 goes, I don't think that's much
of a long term issue, FF users are sensible and upgrade ;-)
To the best of my knowledge there is no easy answer to this.
If you want to write WebGL code that - without change - will also run on old browsers, then I can only think of Google's O3D project. Here you won't be directly writing WebGL code though. O3D is being implemented on top of WebGL, but its previous implementation was plugin based. So you can write your game or 3D app in O3D and prompt your users with old browser to install the plugin.
A much harder solution that I implement in my project 3DTin, is when WebGL is not available I do some 3D math in software and render it on Canvas 2D. It works if your 3D app is not very complicated. My app runs on all major browsers, including IE 7,8 with the help of excanvas. However this approach is not an option if your 3D scenes are complicated. You may want to look at following 3D javascript libraries that render on top of Canvas 2D:
pre3d
three.js