OS X 10.8 browsers not reflecting code changes on local development - caching

I just purchased a MacBook air and for some reason whenever I'm testing a project locally (on MAMP) I'm forced to refresh the page about 6 or 7 times for the changes that I've made in the text editor to be reflected in the browser. Originally I thought that this was because I wasn't using private browsing. So, I switched to chrome incognito. That didn't work. So, then I switched to firefox and then opera. That, too didn't work. These problems happen both with backend and front end code. It's very strange it makes the task of local development very very difficult and time consuming. Any ideas?

are you using MAMP 2.2 with php 5.5 enabled? Then it's likely that it's because OPcache is enabled per default. See here: Stop caching for PHP 5.5.3 in MAMP

Related

Pasting table cells which become image (ckeditor4)

In a web site I have written I used to copy a table from Libreoffice Calc into ckeditor4 without problems (back in June 2019). Now it is copied as an image and an image is uploaded (image uploading has been working fine by itself).
Besides starting with a very basic configuration and adding features one by one I am clueless about this behaviour change. Going back to ckeditor 4.11.4 hasn't helped. I wonder if this is caused by recent browser changes as the ckeditor configuration has been stable.
Observed with:
Firefox 70.0.1 on Linux Mint 19.1.
Firefox 70 on Windows 10.
MS Edge
Chrome on Windows
Things work correctly with:
Chromium 78.0.3904.108 on Linux Mint 19.1.
The issue should be resolved with https://github.com/ckeditor/ckeditor4/issues/3585 fix which will be available with CKEditor 4.13.1 version. The version which fix should be released very soon (i a couple of days). Follow https://ckeditor.com/blog/?category=releases&tags=CKEditor-4 for blog post about the release. If you will still struggle with the issue after upgrading to 4.13.1, report a bug on CKEditor4 Issue Tracker.

Electron Debugging

I have an Electron app in the Mac AppStore that is essentially just a wrapper around a hosted web app. A few months ago one specific thing has stopped working in this app. I'm using redux-offline to sync changes to the server and this is just not happening any more.
It's working when running it outside of Electron - in any modern browser.
All other requests are working fine.
It's working when debugging it locally.
It's working when running the built version locally.
BUT it fails in the published Mac App Store version. I'm not catching any errors in my logs (server-side or client-side). I just upgraded to the latest Electron (electron#4.1.4, electron-packager#13.1.1) hoping it would solve it - to no avail. I don't even know how to properly debug it since it's only failing in the published version.
Any ideas? On causes, solutions or ways to debug it?
Seems like your application closes by itself. Check all of app.quit executions. For me issue was that app.requestSingleInstanceLock() returns the wrong value for Mac Store build. Please check this issue, if the problem is related to app.requestSingleInstanceLock().

Centos7 firefox(52.2.0 (64-bit)) Browserpush Optin message not coming

I have freshly installed Centos7 Os on my machine and it has been observed that Optin message(Allow / Disallow) of browserpush came for the https site stops working.
I have checked this with multiple websites but none of them is working which is working on chrome browser.
Anyone having any idea how to rectify this?
You are probably using an Extended Support Release of Firefox and web push is currently disabled on that versions.

DK2 Head tracking not working "HMD powered off, check HDMI connection" on Windows

Part 1 - Description of the problem
I have the DK2 and I am working on a VR project. This project uses FirefoxNightly. I've downloaded it and installed the WebVR Enabler Add-On
Got this from http://mozvr.com/downloads/
I have also downloaded and installed the latest SDK and Runtime for Windows from https://developer.oculus.com/downloads/
I am also getting this on the Oculus Configuration Utility (while the oculus is plugged in):
However, I have gone on another computer with windows.. installed everything just like on this windows computer and it clearly shows the Oculus Rift connected properly but the head tracking still not working.
EDIT: I just tried connecting the oculus rift to this "second" pc ( dell laptop ) and now it doesn't even recognize the oculus rift. Still no head tracking.
EDIT 2: I tried installing everything on a third PC without success. I'm getting "service unavailable" on the Oculus Configuration Utility
My display mode is set as shown in the image.
Part 2 - Questions
What am I doing wrong? Is there a step I forgot to do? The weird thing is, I have the same project running on Mac without having any problems. Yes, on windows I can see the screen through the oculus rift but head detection is just not present.
Part 3 - list of possible fixes that did not work
This reddit post talks about the firewall issue however I tried the oculus rift with the firewall disactivated without success.
This reddit post talks about a possible fix by reinstalling everything and updating certain drivers.. however I have followed this fix step by step without success.
This oculus forum post talks about the issue and one person proposes a fix that worked for him/her. I followed the fix without success.
Part 4 - System info
If you require specific translations let me know. It is in French.
Part 5 - List of things I have tried that have been thought of
I have reinstalled everything. SDK (is not even needed in fact), runtime, firefoxnightly, webvr add-on multiple times
I have rebooted my computer multiple times
I have tried the different Rift Display Mode
Basic demos from mozvr.com and other webvr based projects work fine but head tracking does not work.
My Oculus is not broken (maybe for windows), it works fine for the Mac.
I've tried using different HDMI cables and Different minUSB-USB cables without success.
Part 6 - Quotes from the forum
First post
This sounds like the same issue a lot of us are having with the 0.5
and 0.6 versions. It's not something wrong with the cables, but with
the Runtime itself. Direct-mode works flawlessly and in Extended mode
the rift still displays a picture, altho without any tracking etc from
the runtime. Hoping it'll be fixed in the next update.
I've seen head tracking break in Firefox Nightly sometimes but I can usually solve it by restarting the browser once or twice, assuming that the hardware and Oculus side of things is working correctly.
Today, most games made for the Oculus Rift are based on specific versions of the Oculus Rift. I found this GUI desktop application that seems to solve most of those problems.
The idea is to install all Oculus Rift Runtime versions and then use the GUI to switch between each version.
The link above is to a reddit post that talks about how to install the application and the different runtimes.
You must install the runtimes from oldest to newest otherwise you'll run into some difficulties, like I unfortunately did. If I'm not mistaken runtime version 0.8 is very buggy and I never really got it to work.
Good luck.
This is what I did to get the Oculus DK2 working on my Windows 10 Laptop:
Create a windows restore point before you start this.
Download oculus_runtime_rev_1_sdk_0.4.4_win.exe from the Oculus downloads page.
Run the installer. Do not restart your computer when prompted.
Go to C:\Program Files (x86)\Oculus\Service folder, right click on OVRServer_x86.exe and go to properties.
In the compatibility tab, check Windows 8 mode, and Run As Administrator.
Run OVRServer_x86.exe
That's it.
The Good News
You should now be able to run direct to rift games. The HELIX rollercoaster app works well. So does the 6000 Moons demo. Most others do not. Depending on the game, you may need to go to your windows display settings, and fiddle with the screen resolution and rotation of the Oculus display.
The Bad News
Your computer may not restart. When I did the above, and later restarted, the computer hung on the windows loading page. I had to go into advanced start mode and load a system restore point. Definitely not the best user experience, but at least I got something working.

os x server localhost alternate port not responding

Somehow the node.js server used for docpad running on my MacBook (running 10.8.4) are no longer accessible. Docpad (using the default "docpad run") normally publishes on port 9778, and is accessible via localhost:9778 (or 127.0.0.1:9778), and this used to work just fine, and was reliable. Now, however, Safari says 'Safari can't connect to the server "localhost"' ... same thing for Chrome, so it's not a Safari issue.
The one thing that HAS changed, is that now I have OS X Server 2.2 installed ... and the default server webpage does appear at "localhost" or "localhost:80".
Furthermore, another node.js server (the one available with punch), works just fine on any IP number I give it.
Just to make things even more confusing, the docpad server access started to work again last night after a clean install of the twitter-bootstrap skeleton, and then stopped again this AM. I restarted the MacBook ... no change. I turned the web server off using the OS X Server console ... no change.
Something weird with the docpad server code?
Any ideas?

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