I am developing an app in windows 10 (UWP) and I am using the D3 engine for some visualizations. As I have found out it's using Microsofts Edge engine to render everything, obviously it doesn't handle D3's animations as well as Chrome does.
Is there a way to attach the chrome engine to my app to render the animations sufficiently enough without any lag ?
I have searched around and found out about 'ChromeEmbedded', can anyone tell me if this is the correct way to go : https://en.wikipedia.org/wiki/Chromium_Embedded_Framework
I don't think that you can pull this off. ( Is it possible to use Chromium Embedded Framework (CEF) inside Windows Store Apps ) And even if you could https://msdn.microsoft.com/en-us/library/windows/apps/dn764944.aspx §10.2.1 and §10.2.2 probably prohibits you from doing this.
Related
I want to build a cross platform application in Apache Cordova that uses a Chromium-based Webview component for Windows Store Apps.
Similar to Crosswalk https://github.com/crosswalk-project/cordova-plugin-crosswalk-webview
It's possible?
Windows Store apps cannot use Chrome and must use the default browser shipping with windows (you can't even put a none-Edge browser into the windows store). I guess the good news is that if you are patient, Blink (which is the rendering engine Chrome is based upon) is becoming the default rendering engine for Edge next year. BTW crosswalk is also dead, as Chrome is now the rendering engine for all modern Android phones..
Edit from 2020... Since Slack and other Electron apps are in the store and since Cordova now supports Electron - you might want to go with Electron instead of creating a Windows Store app.
I am looking to pinch/zoom images in an Ionic PWA. I can build PWA’s which work for zooming (the whole window zooms) when opened in a browser, but as soon as I save to Standalone mode this becomes disabled I assume this is due to the metadata provided when creating standalone mode.
I’ve tried the ionic-img-viewer plug-in and it doesn’t help.
I don’t know where else to go with this.
Thanks for any pointers
Shane
Is it possible to use a Chromium webview instead of the native webview on OSX?
I am guess it is a products like Sencha Desktop Packager exist.
As far as I can tell there drop no convenient libraries/wrappers, but most searches for OSX dev return results for a certain handheld device.
Note
So far I have found CEF and CEFSimpleSample
It's possible to use a Chromium webview instead of a native webview. But the documentation to code such a thing is very rare and poor.
The Chromium Embedded Framework Forum is a good place to ask questions.
I would highly recommend you to alter the CEFSimpleSample because there is a "Chromium Webview" included which works.
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...
I have a web app that works fine on desktop browsers, but struggles on the palm pre browser (via the emulator). How do I debug the app on the palm pre browser? There doesn't seem to be any error console, dom inspector, etc... I'd expect such tools from a web-app oriented phone.
The debugging tools on the webOS platform are generally still poor, and thats speaking for the application development.
I dont think there is any debugger for the web browser. You're stuck with document.write and related.
And for applications themselves, its better, but not by much. There is a command line debugger that you can use to set break points and inspect. There is also an inspector based on Safari that you can use to inspect the dom and such. And there is basic info/warn/error debugging to syslog. But these are for applications using the Mojo framework, and not exposed to web pages.
That said, the browser is based on Webkit, so its fairly close to Safari 4. There are some good sized chunks missing in Canvas and advanced CSS support. Browsing the developer forums will help see what CSS and Canvas features are missing or broken.