Make a single exe cefsharp application - embedding libcef.dll - costura.fody - embed

I have tried many things before I found costura.fody and I were hoping that would be the solution to create a single file exe of a cefsharp application that I'm doing.
So the help file says set copy local to true of the file you want to embed in the solution explorer.
Done that.
So the exe got a little bit bigger when I did that but I notice that the size was not even close to cover libcef.dll so I suspected that this file was not embedded.
I tested this by renaming the dll in the output folder and yes I couldn't run the application.
I would really love for this to work but I'm kind of giving up.
I was struggling with AppDomain.CurrentDomain.AssemblyResolve to tap into that event but it was never called. Even when defining it in the static constructor to make sure it is started before anything else.
Can anyone please help me with this?
Kind regards
andla

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Invalidate PhpStorm's caches manually - PhpStorm getting stuck loading project

For some reason, PhpStorm has decided to all of a sudden get stuck at "Loading project...", which seems to be at the step of "Scanning files to index...".
No matter how long I leave it it doesn't get any further, and the window reports it is "Not Responding".
I've read a potential solution is to "Invalidate caches", but that's pretty hard to do when I can't even get the program to function.
How can I do this step manually, or is this the correct way to handle this?
I even tried creating an empty folder and opening that as a new project, but same issue.

Any information on .ABINARY file extension, how to convert it to a usable format?

So i'm attempting to modify a game from the early 2000's, and the game's animations and art appears to be locked behind this .abinary file extension that i've never seen before. I'm not sure if this is some ancient forgotten voodoo, or just something i'm overlooking. Google shows nothing relavent.
I tried using a conversion software that handles .BIN files, but rather obviously they're not the same and i'm kind of stuck how to proceed if it's even possible.

Array of css files being requested

Is there anyway to get an array of stylesheet being requested by the site. Like in module stage of loading.
The point is that i am making application cache for drupal site, and (captain obvious) i need css files also to be downloaded.
Drupal add's hahs(?) automaticly to some css and js files and i dont even know how, and i dont know how to turn it off, and there are over 15 css files. i could aggregate them, but still i am not able to get file name into variable or db.
Any good suggestions?
After a while of research, i managed to go look from api, and yea, there was drupal_get_css hook, that helped a lot. Then there was another problem. Dummy string, You know the ?=aslkd thing after filename. I strugeled sometime with it, and then i decided to turn it off. Now kid's, never do that! NEVER! I lost alot of my styles and things got broken.
I got desperate, and went to dig in to advgg's module and searched what i can find from there.
I got both js and css file from that module. Just go and find advagg_merge_plans and then
try this dpm($css_js_groups['0']['filepath']); with devel module, and wait for the magig!
Hope i saved some one's day of googling

Trace Flash Builder compiling commands

is there a way to trace the compiler command for flash builder? I mean, I want to know the parameters and files that is compiling internally when I click "build" on FB.
Basically I moved a project to Flash Builder, and everything works fine but I have some runtime issues, and looks like the compiler is doing something wrong with some files (like using old files instead of using the one im changing, this occur only for a particular file, the rest works fine or I think that works fine). Also is different the way to embed some file, that's another reason to check what's doing internally.
I ran the game with mxmlc before, and probably I can compare what's the difference if I get the command executed by FB.
Also, I want to know how to do it if I need to research something in future.
Thanks for any help,
Regards
Flash Builder only recompiles if there has been a change to the code. So if you are changing an asset (image), for example, you won't recompile unless you also make a change to the project.
There are a few ways around this:
Easiest way is to just go into a file and press the space bar at the end of a line. It will add an extra byte to your file, but not to the project (compiler is "smart" and gets rid of unused files, classes, and characters). Since this is not a common thing, it shouldn't be an issue
Project->Clean.... That will force your workspace to rebuild and, in most cases, will also recompile your project
If #2 is failing, first delete bin-debug or whatever you are using as your debug folder, then run Project->Clean...
It's a tad bit annoying (especially when editing external libraries), but it allows for quicker re-launches of the debugger, which is the ultimate goal of that behavior.

How to compile the generated AS

hope you can help me with this question.
So, I've been working for a while with Flex, and had the crazy idea to create pure AS project.
If I compile a Flex app with the -keep flag, the generated actionscript gets generated.
Do you guys know of a way to make it compile, without going trough the code and gluing it all together?
Thanks.
Generated ActionScript is really only provided for reference; it's not really intended to be repurposed in that sense. Indeed, if you even have any, you've most likely compiled your project already anyway (unless you got it from somewhere else), so one might ask why you'd want to compile the generated stuff rather than your own source -- but nonetheless, although I haven't actually tried it, you should be able to point the Flex compiler mxmlc at your generated source to compile it, provided you're able to get all your dependencies to line up (which may be what you mean by "gluing it all together").
Just a thought, although again, I haven't actually tried it, so your results may vary. What is it you're trying to do, though? Just curious. :)
Like Christian mentioned, the generated AS code is pretty much there to serve as a reference. Just for fun, I tried compiling it from the command line using mxmlc, but part of the problem with doing that is that the class files generated don't match the classes they represent. So, you'd need to start renaming a bunch of your class files so that compiling those could even work. Many of the other classes in Flex won't be compiled in either, for the same reason.
As an example, the project I tested this with, had only one mxml file of source code in it. The generated output was 45 files. I'm sure that if you really wanted to do this, and were willing to invest the time in cleaning things up you could. But I'm curious too - why would you want to do this?
Actually it was just mere curiosity. I wanted to understand how the framework works and see how it merges it all together to make the final application, as I thought that the generated actionscript files were just a step in between the final SWF file, so I tought there should be a way for it to grab those files and generate the final application.
Eventually I would have tried to create a pure actionscript project just for the heck of it to see how complicated it was and what errors could happen when developing other stuff.
I know it sounds crazy, but I had some spare time, ha ha ha.