So I'm having to build a webapp which has got to support Chrome 38. Looking at the version history this was late 2014 so is probably in ES5 territory.
I suspect that babel will have no problem with this as it's what it was built for but does anyone know of any possible challenges I might face with a 2014 browser? Is there anything babel cannot transpile away?
The first release will be a ReactJS/GraphQL app. Nothing too fancy at first.
Related
Can't build the project and use unity remote. What to do? Downloaded the latest 2020 LTS with a development package for android
External Tools
Unity hub
When installing a version from the Unity Hub, make sure you have selected the various android packages as you see in the image.
You have shown a link where you show that you did. If the procedure is the one I showed you above, you are not wrong.
Perhaps the problem may be related to Unity 2020.3.15 which in fact I do not find among the available downloads and which was released a few days ago. Maybe they caught some bugs (like maybe what you are showing), and took it out of the releases. Try downloading the 2020.3.14 version from the site (the one I use too), and see if the problem persists.
https://unity3d.com/get-unity/download/archive
I installed flutter by downloading and installing a release version.
It contains a partial dart SDK in its cache subfolder.
Namely, it's missing (amongst others executables) dart2native.
I realize I could just download and install a separate dart SDK from their website, then change all my paths to point to this newer, complete SDK. But that's exactly the problem - I do not wish to run 2 sdk version in parallel, it's confusing and likely will cause errors down the line (for example, my copy of android studio might be pointing at this or that SDK, and god knows what other tools might point towards it).
Question: is there a way to 'fill' my flutter dart SDK with the missing tools? Or am i doomed to run 2 version of dart SDK in parallel?
Answering my own question - after much googling, I found a repo maintainer stating that "For now, if you want to do to Dart development and use the Dart terminal commands (like dartfmt, pub, or dart2native), it's recommended that you download and install the Dart SDK. If you'd like you can also add it to path."
This is clearly sub-optimal. In fact just as I expected it seems to have led to a few people having faced issues, comment on https://github.com/flutter/flutter/issues/43968 if you'd like to see this addressed.
I will start a project at the beginning of 2019 (January or February). Maybe a bit later.
Will it be better to start with the current version (3.9) , or should I start with version 4 which is currently on Beta but may be released soon. depending on the Ionic team life-cycle development. Any advise ideas are welcome
Any info about their roadmap?
I know it's not the best location to ask ... But I think that some people are wondering the same question!
revision
Thanks in advance
No, it is not. I recently upgraded my project from 3.19 to 4 and I regret doing so. I knew I might have this problem. I proceeded anyway as my cli would not desist from troubling to ugrade to the latest version.
First, I had problem with platforms, especially android platform. Later, I could not build. Then it started giving me all sorts of incomprehensible gradle errors.
I did all I could, I removed plaforms folder, added again, removed node_modules, run npm install again. Nope nothing worked.
Now I am going back to my earlier version.
So in my opinion, don't use it for production.
I am currently working with multiple Ionic 4 projects, I would have to say that the documentation is not the best for this version. There are still bugs here and there and some package issues (e.g. ionic-native packages) but seems to be in the right direction. It is a personal decision which one to use based on your project.
I personally prefer to go with Ionic 4 since the angular adaptation makes it easier for me to work around.
I have tried the beta version and also updated one of my projects from version 3 to version 4 and got a lot of errors. I think we have to wait for the actual release.
I'm trying to build an app for hololens, impotring the holo toolkit, and make the build. this is the result:
any idea?
There are install instructions for MRTK here https://github.com/Microsoft/MixedRealityToolkit-Unity/blob/master/GettingStarted.md. That is the best place to get started, make sure you use the version of unity specified (although it will officially support 2018.1.9f1 with the next major release, and most 2018 versions do currently work, the current supported version is still 2017)
Re gard my topic problem I have some basic questions about PNACL
Does PNACL is supported by all samsung SmartTV?
2.If I use pepper 31 will my application work on older TV's?
And now the main problem
I've compiled application in C (basic helloworld from SDK 5.1 + some additional code of mine), for x86 architecture and it works both in emulator and chrome.
Then I recompiled it for Samsung Smart TV (arm) (I have 2013 series).
Aplication starts on TV, but PNACL module dont dispalay any result, the js onload callback of div containing module is called but nothing else.
Does my tv support PNACL?
2013 and 2014 models support PNACL.
2013 models: only support up to pepper29
2014 models: only support up to pepper33.
I hope this information help you.
As you have the 2013 series, you will need an older version of the pepper SDK (31 wont work).
In this link you can download the pepper 25 SDK
(for windows). Otherwise, you will have to get the SDK source code from Git and rebuild it. The native_client_sdk is part of the chromium project and can be found here.
You can get the older releases of nacl here http://gsdview.appspot.com/nativeclient-mirror/nacl/nacl_sdk/.