I need to know when inFullscreen of monitor object is set to true, I wanna make sure it's not set to true when window is maximized. I can't find any docs for imports.ui.main nor any imports.ui.*. That's simple (but still annoying) I can hold alt and press F2 and type lg then enter to try it in the repl. But what if I need some info about queueDeferredWork?
Or what if I wanna know if there's a signal like switch-workspace but when the switch is finished (when switch-workspace is triggered it SEEMS that the switch animation just began and at least inFullscreen doesn't return true when I switch to a fullscreen workspace, it just SEEMS so, I can't make sure as I can't find docs for it.)
Is gnome-shell api (except imports.gi.*) not documented? or am I missing something?
There was very similar question asked here: How do I get the monitor of an active window in GNOME?
Sorry I didn't see your question earlier; you should use the tags [gnome-shell-extensions] and [gjs] to ellicit help for more programming related questions.
Updated September 2021
As of, well awhile ago, GJS has its own portal for tutorials, documentation and so on.
https://gjs.guide
Everything below is linked to from this portal, so it's a good bookmark.
There are guides covering all the basics, much of the advanced usage, introductions to core libraries like GLib and GTK, including some specialized tutorials like spawning subprocesses. There is also a dedicated section for extensions, covering creation, translations, preferences and porting guides to get your extension working on the latest release.
Please - do request any documentation you find lacking. It may not always be feasible or quick, but we'll do our best.
https://gjs-docs.gnome.org
This is GJS's official API documentation for the GNOME platform, including all core libraries and all the other libraries like GStreamer and WebKit you expect. If a library is missing, you can request it by opening an issue.
For GNOME Shell extensions, these will be of particular interest (see the Architecture page for more details):
Clutter: The compositor-side toolkit, part of Mutter
Meta: The window manager and/or compositor (aka Mutter)
St: Builds on Clutter to add more complex widgets and CSS
Shell: The internal library of GNOME Shell, providing several classes and functions
Gvc: High-level bindings for PulseAudio. Not strictly a part of GNOME Shell, but used by it and worth noting.
This documentation is still correct, however it is probably best for those familiar with the GNOME platform that just need some hints for GJS.
Modules built into GJS: https://gitlab.gnome.org/GNOME/gjs/blob/master/doc/Modules.md
General API usage in GJS: https://gitlab.gnome.org/GNOME/gjs/blob/master/doc/Mapping.md
As JavaScript is (now) evolving fairly quickly, it is highly advised you familiarize yourself with GNOME Shell's JavaScript source. Aside from being crucial to writing extensions, this is the best way to keep up with new features in JavaScript and GJS, including patterns for using them.
HELP!
discourse.gnome.org using the extensions tag
Matrix: https://matrix.to/#/#extensions:gnome.org
IRC: irc://irc.gnome.org/shell-extensions
I would like to build a Chrome multimedia extension.
I would like this extension to communicate with another process (using a "memory-mapped file" (https://msdn.microsoft.com/en-us/library/ms810613.aspx). Is it possible?
From the NaCl FAQ:
If I want direct access to the OS, should I use Native Client?
No—Native Client does not provide direct access to the OS or devices,
or otherwise bypass the JavaScript security model. For more
information, see later sections of this FAQ.
If it is not possible to use memory-mapped files in NaCl's sandbox, is there any other way to build such plugin?
My extension would be used only by me, so I can accept security flaws.
Short answer: No. The sandbox is designed to prevent that kind of thing. The only way to use APIs other than the Pepper APIs (or of course those available in JavaScript) would be to install a native app in the OS, and communicate with it from a web app or extension using Native Messaging:
https://developer.chrome.com/extensions/nativeMessaging (that might be a good solution for you since it sounds like communicating with another process is what you want to do anyway).
First of all, I haven't started the implementation of the system I'm about to describe, as I didn't want to commit on implementing something I did not know if was possible.
So, what I'm trying to achieve is to build a chrome-app to download the audio from certain websites (e.g. youtube and soundcloud) using youtube-dl, post process it using ffmpeg and then upload it to a cloud service via some api. The reason I want to do it via a chrome-app is because I could do all the work on the client side (no need for servers) and I'd have the ability to insert javascript into the pages using content scripts, which would make the app pretty simple to use (I could create buttons such as 'download song' and stuff like that).
Although I have already read the documentation explaining the NaCl Technical Overview and some of the Application Structure, I still am not sure as to whether I would be able to make these calls via some C/C++ module or if I would get denied due to security reasons.
To summarize: considering that the user has the needed dependencies in his system (youtube-dl, python, ffmpeg and etc.), is it possible to make calls to third party APIs such as the ones described before via a chrome-app using NaCl ?
Thank you all in advance,
Chrome apps are normally sandboxed.
Less so than extensions - they can reach much more system resources via app APIs.
But still, what you mention is executing libraries / utilities out of browser, and it's not normally allowed.
(P)NaCl is tightly sandboxed in this regard. See this old question, it still applies: you can only use 3rd-party code that compiles into NaCl along with your app, not just link to a library. There are some library ports to NaCl, but it's not automatic.
Normally, a few years back you would use a mechanism like NPAPI to reach out and use a library out of browser. It's deprecated, and won't work anymore. In its place, Chrome offers a pipe-like (through stdio) connection to an external program called Native Messaging. You could use it to perform operations with system-level libraries and tools, but the downside is that you can't bundle the native host with your app, you'll need a separate installer.
My intention is to create a chrome plugin for the windows users. Is that possible to call windows api from Native Client /PPAPI. If possible how?
I am answering my question, as after some study, I found the answer from West a bit not right. I tried calling windows APIs in Pepper(PPAPI) Plugin and it works fine with a command line switch "--register-pepper-plugins" (not the --no-sandbox as specified by West). It seems safer to use this command line attribute as it is only registering a plugin in to the Chrome browser and not removing any sandbox. I thought of adding an answer after finding an actual pepper plugin existing in use, which uses the switch (the NetFlix pepper plugin for chromeos ).
Got more information to add. Chrome API is available which provides the multi-monitor information : chrome.systemInfo.display object provides all the necessary information. The chrome documentation is not updated. Important thing to note is that, the permission "systemInfo.display" is to be added in the manifest to use this object. Two bugs are reported in the functionality of this object.
1. The monitor name is same for all monitors "Generic PnP Monitor", the documentation claims to provide the user friendly name of monitors.
2. There is an event which should get invoked on resolution change of monitors, but the event is never getting invoked.
Currently the implementation is only for Windows OS. Support for other OS are on the way. Documentation says that the API is only available for Chrome App, but I haves tested that and the API is available on Chrome Extensions as well.
Unfortunately, the short answer is 'no'. Native Client is designed to be OS-independent and as safe as JavaScript. Think of Native Client as native code that has the same capabilities and restrictions as JavaScript. A Native Client module that made Windows API calls would break both of those design principles: it wouldn't run on, e.g., a Mac, and it would be a major security risk (imagine browsing to a web page that decides to erase files from your harddrive).
Since you mention Chrome, it may be interesting to you to know that web apps - whether they use JavaScript or Native Client - can request additional permissions as packaged apps in Chrome Web Store. However, native OS calls are still not possible for the reasons listed above.
NPAPI plugins do not have these restrictions, but the future of NPAPI, at least in Chrome, is uncertain (see the last paragraph of http://blog.chromium.org/2012/07/npapi-plug-ins-in-windows-8-metro-mode.html).
For development purposes, it is possible to turn Chrome's outer sandbox off with the command-line flag --no-sandbox and then run PPAPI plugins that make direct OS calls. This is meant for developers and is not a suitable option to be used by end-users.
If you could say a bit more about what you're trying to achieve, there may be ways to do this with Native Client/Pepper.
We're building a web-based application that requires heavy image processing. We'd like this processing load to be on the client as much as possible and we'd like to support as much platforms (even mobiles) as much as possible.
Yeah, I know, wishful thinking
Here's the info:
Image processing is rasterization from some data. Think like creating a PNG image from a PDF file.
We don't have a lot of server power. So client-side processing is a bit of a must.
So, we're considering:
Flash - most widespread, but from what i read has lackluster development tools. (and no iPhone/iPad support for now).
Silverlight - allows us to use .NET CLR, so a big ++ (a lot of code is in .NET). But is not supported for most mobiles ( rumored android support in the future)
HTML5 + Javascript - probably the most "portable" option. The problem is having to rewrite all that image processing code in Javascript.
Any thoughts or architectures that might help?
Clarification: I don't need further ideas on what libraries are available for Silverlight and Javascript. My dilemma is
choosing Silverlight means no support for most mobiles
choosing Flash means we have to redevelop most of our code AND no iPhone/iPad support
HTML5 + Javascript we have to redevelop most of our code and not fully supported yet in all browsers
choosing two (Silverlight + Flash) will be too costly
Any out-of-the-box or bright ideas / alternatives I might be missing?
This is the sort of issue that software architects run up against all the time. As per usual, there is no ideal solution. You need to select which compromise is most acceptable to your business.
To summarise your problem, most of your image processing software is written in .NET. You'd like to run it client-side on mobile devices, but there is limited .NET penetration on mobiles. The alternatives with higher penetration (eg. Flash) would require you to re-write your code, which you can't afford to do. In addition, these alternatives are not supported on the iPhone/iPad.
What you ideally want is a way to run all your .NET code on most existing platforms, including iPhone/iPad. I can say with some confidence that no such solution currently exists - there is no "silver bullet" answer that you have overlooked.
So what will you need to compromise on? It seems to me that even if you redevelop in flash, you are still going to miss out on a major market (iPhone). And redeveloping software is extremely costly anyway.
Here is the best solution to your problem - you need to compromise on your "client side execution" constraint. If you execute server side, you get to keep your existing code, and also get to deploy to just about every mobile client, including the iPhone.
You said your server power is limited, but server processing power is cheap when compared to software development costs. Indeed, it is not all that expensive to outsource your server component and just pay for what you use. It's most likely that your application will only have low penetration to start off with. As the business grows, you will be able to afford to upgrade your server capacity.
I believe this is the best solution to your problem.
Host you image processing on Amazon E2C, Azure, or Google. IIRC E2C has many common image processing problems packaged and all ready to go.
Azure probably more familiar ground in term of sharing code as a web service
You just pay for CPU cycles and transfers/storage etc
I'm sure there will be Silverlight and JS people posting examples. Here are some image editors written in actionscript:
Phoenix
PhotoshopExpress
There is an ImageProcessing library to start with.
Plus PixelBender is available in Flash Player 10, it's fast, it runs in a separate thread
and people do some pretty mad things with it.
HTH
Some help for the Silverlight part:
There is an Silverlight image editor called Thumba.
And Nokola recently made one called EasyPainter and he will also provide the source code in the furure.
For the image conversion I would recommend the open source library ImageTools that also includes some basic effects.
Silverlight has a class for pixel manipulation of bitmaps called WriteableBitmap. The open source library WriteableBitmapEx is a collection of extension methods for Silverlight's WriteableBitmap. The WriteableBitmap API is very minimalistic and there's only the raw Pixels array for such operations. The WriteableBitmapEx library tries to compensate that with extensions methods that are easy to use like built in methods.
Pixel Shaders can also be used to make some fast and advanced effects. Although they are limited by Shader Model 2 shaders can be used for fast bluring, tinting and such things.
DISCLAIMER: I consider myself as an advocate of the Flash platform. I admire Silverlights huge potential as a technology to deploy almost any .NET content through the browser, but it has low penetration, is horribly marketed and -although perceived as such by many (mostly people who don't know either Flash or Silverlight)- is no competitor of Flash, as much as Flash is no competitor of Sliverlight. The idealist in me loves the idea of doing everything in HTML+JS using a standard, instead of relying on 3rd party proprietary software. But the truth is, JS is slow and the API is limited, and implementations of JS, HTML and CSS are terribly inconsistent accross browsers.
If you really wanna stick to .NET and are so interested in targeting the iPhone and its siblings, then you might wanna check out MonoTouch.
Still, even though this may surprise you, I am going to tell you to use Flash. :)
Why? The image processing bit is the smallest part of your application. Whatever it is you are writing, I am very sure of that. I don't know about Silverlight, but in Flash the filters used by "Thumba" and "EasyPainter" can be created within a day, most of them simply using ConvolutionFilter, ColorMatrixFilter, DisplacementMapFilter and BitmapData::paletteMap or even simply by applying one of the other filters Flash offers out of the box. Any additional things can be created using PixelBender, which was pointed out by George. The kernel language is a subset of C, so porting classic filters shouldn't be too time consuming. Also alchemy (an LLVM backend targeting Flash Player 10) would be an option worth investigating, although it's not very stable yet.
The biggest part of your app will be a lot of GUI design, GUI implementation, Business Logics etc. Flash is really great when it comes to simple, yet reasonably fast image manipulation and with the Flex framework and MXML you have a powerful tool to productively create the GUI of your app, that can interoperate very well with a multitude of server solutions for virtually any platform.
Also, Flash has a great and active community, offering tons of tutorials, code snippets, libraries and frameworks, and a big ecosystem, with cross-compilation tools to deliver flash content to other platforms (including the upcoming Flash CS5, or the mentioned Elips). I don't understand, where you got the impression, that the Flash platform lacks developement tools. The difference to the .NET suite is that they are provided by a multitude of vendors. The upcoming Flash Player 10.1 was already pointed out by George, but never the less, I wanted to stress, that this makes many of the cross-plattform considerations obsolete.
Last but not least, I'd like to point out Haxe. It allows compiling to SWF, but also to C++, using the very same API provided by NME, to target the iPhone. Also there's work in progress on an android backend. If you're aren't playing to launch within the next 4-5 months, then this is definitely an option.
Your issue is a perfect target for the Haxe programming language. Haxe is written for the web and can compile to JavaScript, Flash and Objective-C (possibly Java/.NET soon).
So you do not choose which platform you are going to invest in but in which language. Haxe is easily adoptable for an AcitonScript programmer.
It makes no sense to run your imageprocessing algorithms in a JavaScript sandbox when Flash is available because it will be much faster. It makes also no sense to run heavy image processing algorithms on a mobile device like the iPhone with JavaScript. I would only support JavaScript as the worst fallback solution.
If you do not like to use Haxe I would go with Flash. You can deploy your Flash application for the iPhone aswell if that is your problem. This is also very great because you get native ARM code. There are actually great tools for professional Flash development available. FDT and IntelliJ IDEA are two of them. The best Haxe IDE is probably FlashDevelop at the moment of writing.
So I would definitly not use JavaScript as the only solution. Haxe is perfect for what you try to achieve. If you do not trust or do not want to invest in Haxe you can use Flash because of the iPhone/iPad export.
Depending on your usecase I would also encourage you to look at cloud hosting like Amazon EC2 and Google AppEngine for instance. Hosting costs are cheap and scaling will be easy for your task. The experience will be much better when it comes to complex operations that can take even a lot of time on a desktop system.
In addition to other answers, another option may be a hybrid solution. For example, use Flash/Silverlight for the majority of your target audience and use server-side processing for those that don't support it (or you could create a native app for iP[hone|ad])
You may have to do something like this anyway as the mobiles you are targetting may have insufficient processing power depending how complex your image processing gets.
Of course you still have the option of upgrading your server which, although you've currently discounted, is probably far cheaper than spending development time creating/deploying/testing a client-side solution.
You can use Silverlight for all Silverlight enabled clients and for non Silverlight clients, do the image processing server side. Since the Silverlight code is C#, you can double compile it to make (mostly)the same code work as Silverlight and non-Silverlight (i.e. server). This gets you the best of both worlds.
You don't say what language "all that code" you'd have to rewrite is in. Might a semiautomated translation to Javascript be practical?
Perhaps you could start out server-side, as CraigS suggests, and then move functions into the client over time instead of rewriting all at once.
Have you checked the editor of Pixlr.com ?
Take a look at their API as well..
The best solution is to use silverlight (so you already have the code ready). If the client can't run it (mobile phones, etc) then process it server-side.
It's the best compromise.
Depends on the type of image processing and the end user experience you are targeting.
As you are looking to target mobile phones your image processing will need to take into consideration the type of handset the user or the receipient has (if messaging via SMS/MMS), as different handsets have different resolution screens and handle different image formats for main images and thumbnails.
I'd suggest that you consider a hybrid cloud architecture as was mentioned in the Microsoft PDC keynotes this year. This would enable you to have your own server(s) to support your application, but if you require additional capacity due you scale out into the cloud using AppFabric.
Additionally, to maximise the market availability of your product pulling the image processing to a common reusable infrastructure allows you to target different platforms, exploiting the positives in each.
I have worked on a solution that hosted its image processing and delivery infrastructure server side and then built different UI offerings allowing sales via desktops, MNOs and AppStores. It can work and from a business perspective can offer economies of scale benefits.
Why not mention Java Applet ?
Good sides are:
almost all browser support ?
need install JRE ?
all OS support
Java provide Java Advanced Image kits, but if c++ dll can be called, that is best (JNI can call c++ dll )
In Python, one of the most popular libraries for image processing is pillow. Through the pyodide project (python running inside browser via emscripten), it's possible to use libraries like pillow and numpy for image (or matrix) processing, and convert the output to a base64 string (via Python standard library). This can then be passed to your <img> html element, either native JS document or with a library like React.
The way I see it, there's no one solution that meets all of your needs. Your best option, imo, is to go with Flash and hope that Adobe sets an agreement with Apple to get Flash on the iPhone/iPad. The major downside, of course, is you'll have to rewrite much of your code.
If the mobile sector isn't absolutely critical, then choose the Silverlight option for reasons you mentioned already. You could also use Silverlight in an out-of-browser mode to work as a desktop application.