Is there a version of Windows Photo Viewer for Windows 11? [closed] - photoviewer

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Windows Photo Viewer has been replaced on Windows 11 by Microsoft Photos, which doesn't work. Photos are displayed as dark images. I have been looking to find a version of Windows Photo Viewer that will run on Windows 11, but all I can find is dodgy websites with unsafe advice.
Can anyone point me in the direction of a legitimate version of Windows Photo Viewer for Windows 11?

Windows Photo Viewer for Windows Pre 11 should still be there in the background just not active as the goto viewer as "Photos" like "Paint3D" was introduced in Windows 10 (or was it 8.x) as the default Metro Image App.
Try selecting a .Tif file and with Right Click Open with > you should see the "Choose another App" at the bottom
Make sure to select/tick Always use this app to open .tif files
That should force the registry change needed for .tif files back to pre metro settings. you can do likewise for other file types or use a registry hack to them do all at once.
Keep in mind that the Newer default Photos app cannot open HEIC files even with CopyTrans installed. You need to set the classic Windows Photo Viewer as the default app for HEIC files.
Right-click any HEIC file and select Open with > Windows Photo Viewer. Use above tip in Windows 11 to open Heic Files With Windows Photo Viewer

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How to record screen in Visual Studio Code? [closed]

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Are there any extensions to record the screen in VSCode
Often developers record screen to share it to peers or to share content.
There are screen recorders like Quick Time on Mac and OBS Studio on windows.
But generally Screen recordings on VS Code are short. It would be easy to record screen if there are any extensions handy in the Status Bar of VSCode
This is what you need. It has gif support as well as mp4. Timer and much more.
https://marketplace.visualstudio.com/items?itemName=arcsine.chronicler
If you are working on Windows 10 a screen recorder is embedded in the OS. You can find it by pressing Win + G.
win + G Windows 10 a screen recorder is available in the OS. But it will work only if you have a graphic card.
For Mac-OS in visual studio code.
https://marketplace.visualstudio.com/items?itemName=wk-j.screen-recorder
Screen Recorder
Record Visual Studio Code Screen
Install
Command + P
Type: ext install screen-recorder
Support
[x] macOS
[ ] Windows
[ ] Linux
Usage
Click Record Screen / Stop Recording in Status Bar.
I haven't found anything better than Chronicler till now. By setting animatedGif? to true in the settings.json file, the output recording will automatically be converted to gif. I used it on Windows work machine and use screen-recorder on Linux :)
Open settings.json file (Right click on Chronicler once it is installed -> Configure Extension Settings -> Edit in settings.json)
Add this line, "chronicler.recording-defaults.animatedGif": true
Save it
From now on, your recordings will be converted to gif.
PS: It is only able to capture a part of the screen and not the whole screen, still trying to figure out if i am missing something.

Is it possible to code in Swift and deploy to real life devices on Windows? [closed]

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I have been researching and could not find a full definite answer whether Swift could be possible to study, compile and deploy somewhere.
Will Apple ever allow another platform to use it?
I mean, if it is possible to deploy on certain real life devices, simulators etc.
Straight answer: Yes, you can code, compile and run Swift applications in Windows. In reality, this appears to be more of a curiosity/proof of concept thing than something that is really ready for enterprise use, so I would be wary of choosing Swift under Windows as the platform for a major project.
Supplemental links:
Here is a Swift compiler for Windows: https://swiftforwindows.github.io/
There is an article on Swift under Windows here: http://www.infoworld.com/article/3067364/open-source-tools/swift-for-windows-arrives-at-last-but-as-an-unofficial-port.html
Right now Swift is only for MacOS, iOS and linux devices available. While there are unofficial ports for windows like this one: Swift for Windows and Robert mentioned. The best solution right now to have the latest version of swift and run it is to buy either a Mac or an iOS device or an ubuntu device.
Code, debug, run? Yes. Deploy for Windows? No.
There is an unofficial Windows port which is not ready for production, or maybe not even aimed for production, but more like an academic project.
However, let's look at slightly relaxed demands a bit -- that will get much more interesting!
If you only want to:
Practice Swift development on Windows,
contribute to a Swift project with no need to distribute,
or deploy to Linux (like to a server), but develop on Windows,
... then, yes, you can, even using the official tools and with no virtualization trickery.
Windows 10 Anniversary Update comes with the built-in Linux subsystem called "Bash on Ubuntu on Windows", which in turn supports the Linux version of the Swift compiler. With this feature enabled, feel free to develop in your favorite Windows IDE or text editor, and compile to your heart's content on the Bash command line. The Linux subsystem will have full, transparent access through the full Windows file system via mount points at e.g. /mnt/c/, etc.
With a bit of work you'd be able to but not natively which may be what you're looking for.
You can run a virtual instance of Mac OSx using VMWare or something similar but as of now Apple is currently keeping XCode and all development natively on their operating system. Otherwise you're left with third-party solutions like Swift for Mac that don't truly emulate a natural environment.
See this answer for more although it's iPhone focused the foundation behind it all is there: How can I develop for iPhone using a Windows development machine?
EDIT: It looks like Robert Columbia may have a recent solution that may be what you're looking for.

Is it possible to package a Chrome app as an independent native app? [duplicate]

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Standalone chrome applications
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Closed 7 years ago.
In other words, is it possible to create a Google Chrome app and package it as an .exe or .app so that users won't need Chrome to be installed to run it?
I'm working with NWJS at this time (previously known as Node-Webkit) but I'm interested in the bluetooth/usb APIs from Chrome.
The editor Atom uses this approach. It is distributed as a binary on many platforms, but underneath is using Chromium and io.js.
The cross-platform desktop application shell portion of atom has been broken into its own project: atom-shell.
In essence, you are distributing a customized version of the Chromium browser with you app.
Generally, you cannot distribute Chrome Apps the way you are asking, no. Sorry.

Does Apple allow to download OpenGL shaders in iOS game at runtime? [closed]

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I am planning to implement iOS game where certains assets - textures, shaders, etc. are downloaded at runtime when user buys specific in-app purchases .
Its well known fact about Apple prohibiting downloading & emitting iOS app code at runtime:
3.3.2 An Application may not download or install executable code. Interpreted code may only
be used in an Application if all scripts, code and interpreters are packaged in the Application and
not downloaded. The only exception to the foregoing is scripts and code downloaded and run by
Apple's built-in WebKit framework.
Does this restriction also include Open GL shaders, i.e. can shaders code be downloaded at runtime?
Alex and co are correct. Section 2.4 of the agreement states that you may not use the In-App Purchase API to "add any additional executable code" to the app - only data is permitted. They explicitly state that the functionality must be embedded within the app and unlocked by the purchase.
I can see why it would be desirable to add shaders as part of new content though; maybe you should contact Apple directly for a ruling to be certain?

video capture software for iPhone Simulator [closed]

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Closed 9 years ago.
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HI All,
I m looking for a software/tool, which can lead me to capture my application in simulator..
I saw so many videos of application, which performs their functionality of application and capture it in video.
Please suggest me some video capturing tool for my app promotion.
Suggestions are always appreciated.
regards
The perfect tool is iPhone-Simulator-Capture SIMBL plugin
Install SIMBL
Download the code
Modify Info.plist key "SIMBLTargetApplications/MaxBundleVersion" (and/or "SIMBLTargetApplications/MinBundleVersion") value plist to the actual version of your simulator (240 worked for me) (latest version: 272)
Build
Place bundle in “~/Library/Application Support/SIMBL/Plugins"
Relaunch simulator, now you should have "Recording" in the menu.
Now the easiest way is using QuickTime with File > New screen recording and select the part of your screen you want to capture.
iMovie is doing the rest well :-)
Hope this helps.
As I could not find any tool fitting my needs, I made my own tool : WhazzerFinger.
You can download it (sources or binary) here: https://github.com/zippy1978/WhazzerFinger.
The application adds an overlay on top of the actual simulator window to give it a more realistic look. At the moment only iPhone is supported in portrait or landscape mode. iPad should come in the next releases.
Screenshots and videos are stored on the desktop. Videos are encoded using H.264 codec.
Here is a resulting video (WhazzerFinger + iMovie with Ken Burns effect): http://youtu.be/Z3W-qU5EP4A.
Any Mac OS screen capture tool will work, such as QuickTime Player or Snapz Pro X from Ambrosia Software, Inc.
The QuickTime Player screen recordings are of your entire screen, so you should be prepared to crop the video. If you don't have sufficient video editing software, Snapz Pro would be the better choice.
I've used Screenflow for some times now and I'm satisfied with the performance. It captures the whole screen but you can crop the video afterwards in Screenflow.
One big advantage is the possibility to exchange the cursor with a custom image (like a white circle) so it looks more like a touch.
I installed iPhone Simulator Capture today. With SIMBL installation it works. But it displayed an alert window on every simulator first run. My version is 272. I downloaded latest source from the Github. Build the code and replaced the bundle file that xcode created with the file under Library/Application Support/SIMBL. So it is working now. No version test alert window.