solutions for Two things :
Recording of flash objects in selenium IDE?
Getiing the flash objects ID through flash firebug?
I think these will be the two most things everyone need to be clarified.
I tried to record flash objects but it did'nt recognize even after adding the user -extension.js got from flex-api-0.25 zip file.
It says "We are unable to record the Flex object"
Also How to get the flash object ID:
I installed Flash firebug and tried to find the ID so that i can Get the id and use in Selenium Rc. but happens like "I need to install flash played debugger above 10.Even after installing I was not able to identify the flash ID: it still says u need to install the flash player. I have installed 10.3 debugger.
Thanks in Advance!
Related
A few years ago, I created a simple mobile game using a simple but limited game creating platform called GameSalad. I was able to export the game with a key and everything and was able to install it on my own phone to try it, however it needed a MAC computer to do so (even though I edited my entire game using the PC version of their program).
Now I don't have access to a MAC computer anymore, and I don't have the APK anymore. However I have the folders of all the different versions of my game on my PC.
I was wondering if there'd be a way to open the project and compile it as an APK for android using either VS Code or Visual Studio ?
I believe GameSalad was using LUA as a langage. I tried searching for GSPROJ, GameSalad and all combination I could thinkl of in order to find an extension, but didn't find any. Maybe there's a way that I missed ?
While opening my folder in VS Code, the arborescence looks like this :
Screenshot
Most files are in .xml , the mainfile (with extension .gsproj) seems empty, and most other scripts/code parts are in a format/extension called ".behavior" and they also seem emtpy.
Any ideas or tips on how I could proceed ?
Thank you !
The GameSalad engine that interprets GameSalad's game project files is proprietary so there would be no easy way to compile from VSCode.
The GameSalad Viewer App should work with the current versions of GameSalad for Windows and GameSalad Creator 2 (the web version).
I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
https://gyazo.com/fdbbba09cbee7005b1b55637cea19855
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526
https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c
https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
https://gyazo.com/df2d7e960484cd8c682e5b733860e935
as well as the link for unity forum that also includes the error and editor logs:
https://answers.unity.com/questions/1511848/unity-editor-crash-2.html?childToView=1512288#comment-1512288
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
How can I solve the problem so I can run Unity smoothly and without
having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.
I installed eclipse and the FDT plugin.
Now i would like to create a flex project.
I am wondering how to get a designer for the mxml where i could drag and drop lists, buttong and build a UI in flex.
I am totally new to flex.
Also, once i have that, if I build that as an application, it seems to generate a swf file.
Not sure if i can run this in anything other than a brower. The latest adobe flash player has not standalone exe.
I would like to understand the recommended workflow if I need to build a flex application.
I am basically looking at developing a desktop/web application that has fusion charts to visualize certain data.
I am wondering how to get a designer for the mxml where i could drag
and drop lists, buttong and build a UI in flex.
The current version of Flash Builder has one, and I thought that was the only Flex IDE that had a design view. The Flash Builder design view is limited, as it only works with the current version of the Flex SDK and is all around problematic. Most developer's don't ues it and the feature will be removed in the next version of Flash Builder.
I've heard rumors that IntelliJ may add one in a future version, but I wouldn't count on it.
Once i have that, if I build that as an application, it seems to
generate a swf file. Not sure if i can run this in anything other than
a brower. The latest adobe flash player has not standalone exe.
Correct; a Flex project's primary intent is to build an SWf file that will run in the browser. At one time Adobe offered a stand alone player that the SWF would run it. I'm not sure if they still do. It was not practical to assume end users had the stand alone version of the Flash Player, though.
I have no idea if FDT supports this; but you can use the same, or similar, code with Adobe AIR to create an AIR file. The AIR file should run anywhere that the AIR runtime can be installed. If you use the Adobe AIR Captive Runtime feature on a windows PC you can create an executable.
Idea won't ever get a design view, because it requires a special version of the Flash player built into the IDE. This in turn requires access to the Player source code, and adding a bunch of platform-specific JNDI junk to your IDE. And given that even Adobe is dropping support for the design view, it's apparently not economically viable to maintain that special version, even if you have the sources to Player and the right to use them.
I just followed the following link:
https://developer.palm.com/content/resources/develop/developing_with_the_eclipse_ide.html
to install webOS SDK, virtual box, Eclipse plugin etc.. and everything seems working fine.
However, I do find some problems annoying and I dont know how to fix them:
the emulator always starts with the window size as 1024x768, which is too big and I can not find where to resize the window
I just clicked the "hello world App" in Eclipse and then run the app in emulator, the app seems working fine except the app had been rotated 90 degrees clockwise. I haven't done anything yet, but don't know how to fix the problem.
So far, not so pleasant user experiences with webOS development.
Good questions. One problem is that you're following examples for creating Mojo apps whereas the emulator you've installed is setup for Tablet development, which uses Enyo. Try some of the examples in the Enyo framework directory or try following the Enyo tutorial from here: https://developer.palm.com/content/api/dev-guide/enyo/tutorial.html
Also, if what you did want to do is do phone development then you'll want to take a look at the bottom of the SDK download page: https://developer.palm.com/content/resources/develop/sdk_pdk_download.html
Just download whichever image(s) you want and install it following the instructions found there. When the emulator starts it will start in the size appropriate to the device being emulated.
For more information on the emulator itself, check this page: https://developer.palm.com/content/api/dev-guide/tools/emulator.html
And to answer the comment on your question, there are a lot of TouchPad tablets out there which HP has said it will continue to support. Developers are reporting very good sales of apps.
I have created a simple web plug-in to write data to file system. This works as expected on a mac Safari. Here i have to manually place the plug-in on to the /Library/Internet Plug-Ins folder. My question is there a way to find if the plug-in is not present through JavaScript and if it is not then download and install the same. I also would like to know if the same can be done on mobile Safari running on ios4 devices?
Obviously you can not load Plugins of any kind in Safari on the iOS device. This is the main reason Flash does not exist on iOS.
On the Mac you can do that. But you need to create the plugin in C++ and for each platform independently.
If you code the plugin correctly, it should be possible to "detect" it using JavaScript. I highly doubt you can download it automatically, though. This would pose a very large security hole for every user.