Manifest of library is not merged with the final manifest file - basic4android

Recently I have created a library that does somethings using content providers.
I made a wrapper of that for B4A. The problem is it's content providers are not invoked when the app starts (as they should).
When I look at the final manifest I see that the manifest content of the library is not merged with the final manifest.I made a function to make sure library files and variables are readable within the basic code and they are.
My question is Will the manifest of libraries be merged with the app manifest or I have to add them myself?

As I read, Basic4Android (B4A) will not merge library manifests.
So this means the developer has to do it by himself.
If you have a library that has some AndroidManifest contents, you must add all of them into the manifest editor (some of them can be added using the wrapper jar file).

Related

how to bundle flutter desktop assets into a single file for production build

after building the flutter project for desktop, flutter copies all asset files inside the assets directory into the build/flutter_assets/assets which are easily accessible and modifiable (which is not secure at all!), user can change the whole images easily and do some kind of modding the app with no experience required! or even in the worst situation with modifying the AssetManifest he could change the runtime dynamic libs with the malicious libs and get a hook from the app.
most modern frameworks/languages have the option to embed the resources inside a single file (that makes it harder to modify the files / repack the resource file) for example C#(WPF/Win32) embeds the resources in the resource Resource section or even Electron (Javascript) embed the whole resources into a file (it's easy but better than nothing)
I didn't find any similar behavior in Flutter Desktop (Windows/Mac/Linux) is there any alternative for flutter?
For now [12/12/22] it seems flutter desktop won't use resources to bundle the resources into a single file.
So I've created two separate libraries to achieve this
https://github.com/kooroshh/bundler that compresses the whole given assets into a single file and encrypts it with AES-128
https://github.com/kooroshh/flutter_bundler that reads the bundle file from and decrypts it into the memory that can be used with Image.memory or Direct file access using Virtual Files.
I hope an official solution gets implemented in the flutter framework.

Hugo deploy and delete not necessary files

I'm developing a new Hugo site and in this case I thought to create also a template so.I can use for future site.
Well in the template there are tons of vendor files and library because depending of the pages that the site will implement these library will be used. The problem is on the deploy. For example I use Line icons library that has a lot of .png files. (For example 200 files).
Well in the template I put all the files but could happen that in the site that implement this template I use only five icons. Is there a way that look around the final HTML and the usage of the icons and delete in the public folder the not necessary files?
Not directly.
You would need to add an utility script to your template, in order for any user implementing said template to be able to call this script on demand.
That script should then be able to:
analyze the HTML files generated in public_html
cleanup the icons accordingly

Can we overlay the file to our custom path

Can we overlay the file to our custom path or we have to overlay the file to exact folder structure location as in libs?
For example, I want to overlay the constants.js (/libs/cq/ui/widgets/source/constants.js) file, in this adobe recommended Copy this file to /apps/cq/ui/widgets/source/constants.js for overlaying, but in my project that folder structure is not there, so I have copied to the custom path in apps folder and tested the changes and overlaying is working fine.
The file needs to have the same path as the one in libs except for replacing 'libs' with 'apps'. It does not work with custom paths*. If the project does not already have the structure, you can always create it. Don't forget to update the META-INF/Vault/filter.xml file to register the new path with projects package definition.
*Technically you can change the configs to add new searchpaths. But do remember that you might have to share the AEM instance with different tenants and sticking to the usual conventions goes a long way in having a predictable setup. I honestly don't see a reason to do this, it is already an acceptable practice to overlay under '/apps'. The filters on package provide enough flexibility to get along with other tenants while modifying similar areas.
I think you want to create the overlay in your custom project under /apps. If my assumption is correct, then you can certainly do it.
Taking your example in consideration, /libs/cq/ui/widgets/source/constants.js can be overlayed to /apps/<your-project>/cq/ui/widgets/source/constants.js by adding an entry in the Apache Sling Resource Resolver Factory configuration.
See this answer for the detailed steps. I hope this helps.

Unity Asset Bundles - Which Files Do I Deploy?

I have created some asset bundles from my Unity assets using the directions given in the Unity documentation section on AssetBundle Workflow. After running the "Build AssetBundles" command, each asset bundle results in four files: myasset, myasset.meta, myasset.manifest, myasset.manifest.meta.
Now I am ready to deploy these bundles to a web server and implement downloading/caching in my Unity project. I have found numerous examples such as this that show the download URL to be a single file with a .unity3d extension. This is leading me to conclude that I am missing a step - I assume that all four of my files will be required by the app and that I have to do something to combine them into a .unity3d file first.
What file(s) do I need to deploy? Are there any additional steps that I need to take before my file(s) are ready to upload? Thanks in advance for any advice!
Just myasset will suffice.
Sometimes people optionally add .unity3d as a filename extension to their Asset Bundles. It is just a community convention, and is completely optional. Source (copied below)
Vincent-Zhang
Unity Technologies
Just a reminder, we don't have an official file extension ".unity3d" for asset bundle, it's not mandatory. You can use whatever file extension as you want, or without file extension.
But usually people use ".unity3d" as the file extension just because we used it in the official sample code at first time...
Unity creates the .meta files for all assets- you don't have to worry about those. In short, your myasset file is enough. I do not add file extensions to mine. Do note that if you use the strategy shown in the example that you shared that the client will re-download the bundle from the server every time. You need to additionally provide a version number if you want to take advantage of caching. You can see this in some of the method overloads here, the ones that have a Hash128 or uint "version" parameter. Caching is great because you can use the bundle that is already saved on the device next time instead of downloading from the server when no changes have occurred. The version/hash number you provide essentially gets mapped to the file name. Whenever a matching version is found, the file on disk is used. Update the version number to something else when the content changes to force the client to download anew.
You may want to reference the .manifest file for the CRC value listed there. You may have noticed a crc parameter in the link I shared as well. This can be used to ensure data integrity during transmission of the bundle data. You can make sure the downloaded content's CRC matches that of the bundle when you created it.

Why don't the Target 8 files implement the project as described in the tutorial?

In Target 8: Define a Custom DOM Tag, the reader is told about custom DOM tags that can be created by extending other tags. A sample is described for an example called "x-converter" before listing the files as "These files implement the app:".
The three files are...
a drseuss.html file (not sure why there's a sudden deviation in the project name and the HTML file, as opposed to the matching names in previous tutorials...),
a converter-element.html file,
and a convertercomponent.dart file.
I tried creating a new application in the latest Dart editor, and replaced the default HTML file contents with that of drseuss.html, replaced the default dart file contents with that of convertercomponent.dart, and added converter-element.html file.
After fixing an include issue (the file from the tutorial refers to drseuss.css and not the default project name's CSS file), I only see the following in the Chromium browser.
As you can see, the element described in the tutorial (converter-element) doesn't show up. Why don't the files provided for the project result in what's shown in the tutorial?
For reference, here's what's shown in the tutorial.
Web UI requires the build.dart script which compiles the various components into the executable output HTML+Dart.
Take a look at the parent folder in the github src that you reference, and you will see the build.dart script.
In addition, you will need the pubspec.yaml from that folder, too, which includes web_ui package, which brings in the dwc tool(Dart Web Components compiler) used by build.dart.
Take a look at the article Tools for Web UI for more information about dwc and build.dart, and Target 6 - Getting Started with Web UI which covers similar ground, but in a tutorial format.