Why is it necessary to provide a configutaion in sikuli scripts like 1920x1080?
And is it mandatory to provide 1920x1080 configutaion only ?
Can we provide some other configuration for new scripts in our existing code where some scripts are designed using 1920x1080 ?
Hope you are talking about SikuliX version 2.0.4 (latest stable).
There is never any need to specify screen dimensions, since they are evaluated automatically behind the scenes.
Might be, that I do not really understand, what you are talking about.
RaiMan from SikuliX
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I've been trying to run a TCL/TK script in a browser so people with minimal computer knowledge can run it (my script) on all devices.
I've come across the TCL/TK plugin from 2006 but I can't get it to work. Even if I could, it doesn't contain the user friendliness I am looking for.
I also came across a website that runs TCL scripts in-browser but doesn't seem to recognise TK commands....
So far to distribute it to people I wrapped it into a .exe but people are requesting it to be used on mobile devices (with more mobility than a windows laptop).
Any one got some information to do this without rewriting all of my code?
Or an easy way to port a TCL/TK script to iPhone/iPad or Android (I don't think there will be any easy solution for this, that is why the browser concept made most sense to me)
Unfortunately, the browser plugin depends on the browser supporting the NPAPI specification, and that's now been largely removed from browsers (and was never supported on mobile devices). This has irritated quite a few other people too, and I don't think there's much you can do to fix it directly. So instead, let's look at some workarounds…
You might be able to use the NaCl support in Chrome on desktop systems, or you could package things up in a starpack (ActiveState's TDK is a commercial version of that, among other things) and for deployment to Android you can use Androwish (which I personally recommend). I'm nothing like as certain about solutions for iOS.
For plain Tcl try EmTcl, Tcl compiled with emscripten.
I am facing issues to run .exe files created in Qt 5.3 on different windows system. I have included all the .dll files. The issue is that on the latest system with graphics card support the application runs without any issues but on older systems it just gives blanck screen.
I suspect that this has something to do with openGL support for the system.
Is there a way where I can make sure that the application runs without any glitches on all the systems?
Or is it possible to have an application created without oprnGL support needed ?
Hoping to hear some solution for this.
Thanks in advance.
EDIT:
Following is the error I get when I run the code
getProcAddress: Unable to resolve 'glBindFramebuffer'
getProcAddress: Unable to resolve 'glBindFramebufferOES'
getProcAddress: Unable to resolve 'glBindFramebufferARB'
and here is the screenshot of the way the screen looks
NOTE :
Please note that when I run the .exe on a new system with updated graphics, the screens looks perfect.
Did you include any OpenGL headers in your Qt Project?
Because if you did then there is obviously going to be a dependency on OpenGL for each system and if one of them cannot support this then you either need to decrease the minimum version of GL you are using or remove these headers altogether. It is also worth noting that no matter how hard you try - you will never get the same version of OpenGL to run across every piece of hardware without having to change something.
Did you add the QtOpenGL module?
From what is sounds like, you are not using OpenGL in your application. If this is true then you should remove this module from your .pro file and it should remove the dependency.
I hope this answers your question. If not, could you provide a little more detail because your question was slightly vague.
I'm resubmitting an AIR app to the iOs store after a couple of years. It has mysteriously doubled in size. The android version comes in at just under 30 MB. The ios version is just under 60. I'm trying to figure out if this is something in my code which I should try to track down, or whether this is 'normal' behavior. Has anyone else seen this?
The only thing that I've been able to come up with is that with the advent of Retina, everything has doubled. And/or something to do with iOs7...
Thanks.
Well I did go through Properties - Build Packaging - Package contents and unchecked everything I could. That removed about 4 meg.
But I was building in debug mode. Once I exported a release build, the .ipa was the same size as the .apk generated from the same code. For some reason the debug .apk is nowhere near as bloated as the debug .ipa.
Hope this helps someone else...
For the sake of testing, knowing that I am running from Visual Studio would be nice. I could see if the debugger is attached, but that is not sufficient if I am running with CTRL+F5.
Here's how to see if the debugger is attached:
if (Debugger.IsAttached) Foo();
But my question is, I wonder if there is a way to ask if the current app is from the Store. So, I thought about install folder, but they are identical. Then I thought about this:
Windows.ApplicationModel.Package.Current.Id;
But this appears to be completely implemented even for apps that are being debugged. So, I am stumped. Does anyone know if we can determine if the app is from the Store?
While certainly not the most elegant solution and there's probably a better one, you can check Package.Current.InstalledLocation.Path
If you are running a debug build developed on your local machine and not side loaded, you'll have /debug/ in your folder path.
In Windows 10 apps (this also should be available in 8.1), you can check the IsDevelopmentMode property on the current package.
Package.Current.IsDevelopmentMode
That should tell you whether the package was installed in development mode (which I believe is synonymous with 'side-loaded').
See https://msdn.microsoft.com/en-us/library/windows/apps/windows.applicationmodel.package.isdevelopmentmode.aspx
for more information.
All,
I'm working on an HTML-based web app (i.e., not native app) targeted for iPhones.
I typically use Safari's Debug Console to track down JavaScript errors; it's pretty handy.
However, when I'm working on some complex JavaScript function - it's incredibly tedious to switch back and forth between the web app and the console window. Also, there are times when I'd like to see BOTH the window and the app at the same time, so I could see console messages WHILE I'm interacting with the app.
So - is it possible to "mirror" the Debug Console to another device, or too a Mac or PC?
In other words - I'd like to be able to use a web app (or web page) on my iPhone, and have the output from console.log() (or .warn() or .error() or .info()) show up in a window on my development machine.
Adobe has something called Shadow (http://labs.adobe.com/technologies/shadow/) that looks like it does something close:
Adobe® Shadow is a new inspection and preview tool that allows
front-end web developers and designers to work faster and more
efficiently by streamlining the preview process, making it easier to
customize websites for mobile devices.
... but it's not quite what I'm looking for. (At least, it doesn't sound like it from the description).
Sorry in advance - I'm pretty new to this type of development, so I'm probably unaware of some tool that everyone else knows.
Either way - thanks for any pointers.
jsconsole.com can do this. Read http://jsconsole.com/remote-debugging.html for more info.
http://youtu.be/Y219Ziuipvc shows you how to do it.
weinre does exactly what you're wanting. Their docs are reasonably thorough so I'll let them tell what you need to do to get it running.
PhoneGap actually offer a mobile web app debugging tool that is powered by weinre and is a cinch to set up so you might want to check that out first.