-webkit-backface-visibility doesn't work in node-webkit on Windows - windows

I'm using node-webkit to build a self-contained web app demo, and for some reason, the -webkit-backface-visibility CSS3 property doesn't work – but only when I run the app on Windows, not on Mac.
When I say it doesn't work, I mean it's exactly as if the property isn't supported: when I flip an element over on its back, I see it reversed, rather than hidden.
The issue isn't only with my particular code, either, as online demos of -webkit-backface-visibility (like this one) don't work when I run them in the app on Windows:
Is this a bug in node-webkit? Is there any way I can get this to work?

Well, it sounds like a bug. It might be the same issue that causes WebGL not to be available with specific hardware/driver combinations on Windows:
https://github.com/rogerwang/node-webkit/wiki/Webgl-support-on-windows
On Windows with some hardware and driver, WebGL won't work until you copy D3DCompiler_43.dll and d3dx9_43.dll to node-webkit's directory, or install DirectX 9 redistributable.
For license reasons we cannot ship those DLLs.
This seems to have fixed a similar problem with backface-visibility reported here:
CSS: backface-visibility and perspective doesn't work
It WORKS! Thanks a lot! I've added two dll files two node-webkit package and it works!

Related

Problems with deploying a GTK Application

I am currently testing the GTK Application that I built on windows using the MSYS2 64bit shell.
For the program to be able to run outside of the shell, I packed all the required DLLs with it as well as the following:
FOLDER\lib\gdk-pixbuf-2.0\2.10.0\loaders\\*
FOLDER\lib\gdk-pixbuf-2.0\2.10.0\loaders.cache
FOLDER\share\glib-2.0\schemas\gschemas.compiled
FOLDER\share\icons\Adwaita\\*
FOLDER\share\icons\hicolor\\*
The good news is: It works :) And it also works flawlessly on another PC that doesnt have GTK/Msys2/whatever installed.
The bad news is: On yet another PC (I have tested it on 2 other Systems other than my developing System so far, one one of them it works flawlessly), the program itself works, but the GUI is not rendered sharply (texts are blurry).
Do you guys have any idea on what could be the reason for that? I'm guessing it could be one of the following:
The affected system could have some general display problems that have nothing to do with my app.
The gschemas.compiled file does not suit the affected system. In that case I would probably have to create that file dynamically, but I have no idea how to do this.
I am missing some file from GTK or Glib that would solve the problem.
I am thankful for any help :) Compiling/Deploying a GTK App for Windows has proven to be a pain in the ***, but since (almost) everything works now, I feel like its not much that I am missing unless I have overseen something critical.
Regards,
tagelicht
Given the way you created your package, my bet is that you are missing some components, making the drawing code use some fallback routines, hence the "sharp" drawing.
Try to run the application in command line on the machine where your have the problem, to see if there are some unusual warnings you don't have when running it on your machine.
See also my answer on how to distribute a GTK+ application on Windows.

Has anyone here gotten the DJI Windows SDK to work yet?

As the https://developer.dji.com/windows-sdk/ is now available, I thought I might have a go.
However, so far I have not gotten anything in VisualStudio using C# that references either the DJIWindowsSDK.dll, DJIWindowsWrapper.dll or DJIWindowsWrapper.winmd to work.
I have tried console applications on the .NET Framework and .NETCore, but so far all I get when just trying to either get at var droneManager = DJISDKManager.Instance; or trying to set any callback on DJIWindowsWrappedInterfaces are compile errors about mismatched platform settings (MSIL vs x32 or x64) or System.BadImageFormatException on first access to any SDK code.
Anyone have any idea on what type of projects these assemblies are actually meant to be usable? Documentation only describes classes and methods and such (which seem clear enough, in general), not basic nitty gritty stuff like the type of projects and platform settings supported.
And I have so far not gotten the SampleCode to work. It's nice that the sample code seems (if I look at source code) to be a sort of complete set of code showing SDK functions at work, but it only seems to work with the latest version of Windows 10, the Windows 10 SDK, and VisualStudio. And possibly a ton of other prerequisites, which do not seem all to clearly spelled out at all.
I would like to get a most simple kind of Hello World! style example (from some kind of Console app) working (first), but so far I'm not succeeding..
Have you checked the DJI Windows SDK Github Readme? I think the Get Started Immediately part can help you run the sample code. It lists the prerequisites, and necessary steps to run it.
BTW, I just found this documentation, you can take a look and see if it helps: https://github.com/dji-sdk/Windows-SDK-Doc/blob/master/source/application-development-workflow/workflow-integrate.md

Is there any way to package an app in Shoes?

I am using the latest official release of shoes on Mac OS X 10.8.4.
I made a little test app but the packaging part of Shoes doesn't work apparently. I asked the support people for help but they said it's a known problem and it's not able to be done inside of the Shoes app.When they told me this, I tried the development version of Shoes4. I tried packaging one of the samples and it didn't work.
Has anybody been able to get the shoes packaging thing to work? Is this possible? If so, how?
Packaging for shoes3 is sadly mostly broken (I think some command line options might work, but I do not know them). For shoes4 packaging is work in progress (and sometimes works) - it is scheduled for rc1 but right now we are still in pre alpha.
There are a few open packaging bugs - feel free to report your own so we can figure it out :-)

actionscript development on mac

I know of FlashDevelop for windows but how about developing actionscript or haxe on a mac? besides flex plugin for eclipse, flex builder and FDT is there anny good IDE out there for actionscript development on mac? I would really like to se a good plugin for netbeans but it looks like all the projects on making something like this has halted.
I have tried using MacVim with various plugins but i never get it to work and it looks to be a hard learning curve to get starting using vim.
What is people using to develop actionscript/haxe on a mac?
I use TextMate with the ActionScript bundle. But, that is a far cry from a decent development environment.
FlashBuilder or FDT are probably the best options. I've spent a lot of time looking for a good free option - though I haven't done a check in the last 6 months, or so. The actual Flash IDE might be the best no-additional-cost option, if you use Flash.
There is supposedly a way to set up your environment to use XCode, a stand-alone compiler, and one or two other things, but I could never find good documentation or evidence of someone actually getting things working.
There is, or was, a Mac version of SePy, but it was horrible, as of a year and a half ago when I gave up on it.
I've been using FlashBuilder on my work machine for Flex work, but I think I'll start using it on my personal machine for Flash work. Just haven't come across anything else that even approaches a modern dev environment for Flash.
Sorry I don't have more helpful information. Would love to hear someone say different.
UPDATE: Found some so-so info on setting up various elements of a full development environment on Mac, using free tools. Doesn't look like a lot has happened on this front in the last two years.
OpenCode - AS2 and AS3 language definitions for XCode. This goes back to 2006, but may still be completely useful.
Xcode and the Flex SDK - A tutorial on setting up a code and compile environment with XCode and the mxml compiler. Author notes that the information may not be 100% accurate and lost interest once he started using FlexBuilder.
Make Xcode a Full Featured Actionscript IDE - FlaXIDE - A tutorial on setting up a full dev environment with opensource tools. Last updated in 2006. Could be modified to work with current tools (i.e. haxe instead of mtasc).
Flex Support for Xcode 3 - Somewhat more recent info on using Xcode as an AS editor. Posted November of 2007.
Core SWF: Flex/AS3 for Xcode - Even more recent info. This seems to be the latest thing going for using open source or free tools to build an AS dev environment on the Mac. Posted July of 2008. This project is up on Google Code and contributors are welcomed.
I have heard good things about IntelliJ IDEA lately but haven't really tried it out myself. I use TextMate, the AS3 bundle and Flash CS4.
The best thing would probably be if FlashDevelop was ported to Mac, but as I understand it, that is not about to happen, despite years of requests for it.
Check out the "sugar-hx" textmate bundle. There's an overview here:
http://haxe.org/com/ide/textmate/sugar_hx_textmate
It includes the compiler-based contextual autocompletion, import helpers, build helpers, and output embedding for swf and js.
I know this is old, but I stumbled upon it, so I suppose other people might as well.
I'm using Sublime Text 2 for AS3 development, and I'm quite happy with it. I use alongside the Flash IDE.
http://www.sublimetext.com/
It's a very powerful and customizable text editor. It's similar to TextMate but much faster and modern... and also cross platform. Many people (like me) got fed up waiting for TextMate 2, and started using ST2.
ST2 is way too deep to number all it's features, but here's a good introduction:
https://tutsplus.com/course/improve-workflow-in-sublime-text-2/
Instead of bundles or plugins, there are packages. ST2 includes a basic AS3 package, but many people are developing their own. Here's mine (still in beta):
https://github.com/PierBover/as3-utils
For Haxe, I'm using gedit on both Mac and Ubuntu. There is a plugin for Haxe which includes syntax highlighting and code completion.
For installing the plug-in on Mac, put the folder
"haxecodecompletion" and the file "haxecodecompletion.gedit-plugin" inside "/Applications/gedit.app/Contents/Resources/lib/gedit-2/plugins".
Similar for the syntax highlight but a different folder.
There is Flasm (which is a working AS2 Disassembler) and perhaps with permission by its creator, who is not updating, re-produce it into an AS3 Disassembler?
I have had this working, and was for me as close to RABCDAsm / Yogda as I could get.

Firefox minimal build

I want to compile a portable version of Firefox 3 on a low cost Intel Celeron Windows Xp machine to run as a kiosk computer. So i just want the browsing functionality since i'll be running it on the fullscreen mode. What are the steps to do a minimal rebuild from the sources?
Also what is firefox's command line parameters to open a site from the cmd?
A "Stripped down minimal build" doesn't really make any sense. You can't really exclude any functionality that would make it run faster or be any smaller, since most of the code that Firefox needs to render webpages is the same code that it uses to render its user interface. Forget about trying to "strip down" the code.
That being said, it sounds like you probably want to use XULRunner, which will let you use all the web browsing functionality of Firefox, but wrap it in your own GUI. You can find an ultra-minimalist browser XUL application here:
http://benjamin.smedbergs.us/xulrunner/mybrowser-0.2.2.xulapp
There is a Kiosk mode addon (more for a lock-down) for Firefox.
You may be in general interested in this other question here:
How to lock down Windows XP for use as an internet kiosk?
Here is a gHacks reference for custom builds.
and, a Prism reference.
http://webconverger.com/ provides a minimalistic OS build featuring Firefox. There is also build instructions if you want to build your own customised images.

Resources