The Grammarly browser plugin provides useful editorial hints when editing a text area on the webpage; for example, I am getting help while typing this question here.
However, when accessing a notebook file hosted on the Jupyter Lab server on the localhost, the Grammarly browser plugin does not engage. While access any other website with the same browser is OK.
I have tested with Chrome and Firefox, and the result is the same.
I followed the Firefox troubleshooting steps on Grammarly's official website, but all checking results came back as OK, which means Grammarly was not disabled.
So, I wonder whether I am missing something about Grammarly usage in this scenario. I appreciate any hints or suggestions.
i followed chormium custom building instructions https://chromium.googlesource.com/chromium/src/+/master/docs/linux/build_instructions.md
and build a chrome which is running fine
and i was able to do same with firefox
but the problems i am facing are
even after build is complete if i transfer the whole out/dist folder to a new system it will not work at new system so can anyone tell me how i can build a standalone/portable? what parameters i need for that? my target is to build a custom firefox and chrome (with minor changes in their code) on a server and then download the output to my own computer and other computers
the output build size is too huge for a browser? firefox is like 10gb and chrome is like 40gb. is there a way to reduce that size to reasonable size of a browser? or atleast to like couple gb's
first problem is the major problem,
i googled around and tried finding solution but i couldnt not find any.
i hope my problem is clear if not i will be available and filling to answer any questions.
help with either firefox/nightly or chromium or both is appreciated
Thanks
Hi I'm getting the error
Error creating WebGL context.
Uncaught TypeError: Cannot read property 'getExtension' of null
This is happening on google chrome 71 but I find it odd because if I open up dev tool and refresh the page it works perfectly fine I'm at a loss to what is causing this any idea's ?
It's worked perfectly fine untill today nothing has changed on the PC or browser. My drivers are all up to date, webgl is enabled...
if you have two GPU installed on your system you might want to try to enable
Override software rendering list
in chrome://flags/
I'll leave this here for anyone else apparently it's a browser and graphic card issue
mrdoob: The graphics card is only one of the reasons why the context
can't be created
https://github.com/mrdoob/three.js/issues/4927
This seems to be why unless anyone else has any other ideas...
The issue is on going and not fixed it would be interesting to know why this happens though and why opening dev tools and refreshing resolves the issue for me.
EDIT-
Apparently for me this was due to my graphic card being blacklisted because it's old.
The fix for me was manually enabling WebGL acceleration under Chrome’s feature flags: chrome://flags/
I have encountered this several times with THREE.js. It arises for me once memory resources are shared, abandoned, or overwhelmed, for example:
I have a good render loop but then I introduce long tasks.
I perform extensive, continuous testing. As I modify live settings in Chrome Inspector, THREE does not reflect all changes without fail. Memory may not be released until I restart.
I leave the program running overnight. The next morning the browser is froze, black, OOM...
I use multiple instances of a resource, for example
Web Audio and Magenta Music. The quality may perceptibly degrade and
throw its own errors, but... I will also encounter worse silent
errors. For example when I also steam music in another tab, or click
audio/video media on Twitter... frozen browser, black screen, WebGL
context loss.
I just wanted to comment that I saw this due to other unrelated errors in my app that got thrown first.
I updated my graphic drivers (NVIDIA) and didn't restart chrome nor the PC, and was having this issue.
I just restarted the PC and now it's fine.
This was resolved for me by simply installing the latest and restarting my browser - thought I'd add it here to hopefully save some future soul from wasting an hour like i did.
Error creating webGL Context in three.js.min ver 93
I had the same problem with Chrome version 104.5112.102 and managed to fix it by going to Chrome, Settings, and switching off the
Use hardware acceleration when available.
the graphics card is an old GE Force 8600 card running on Windows 10.
For me, I restarted my computer and the error did not appear again. You can try doing this before you do anything more complicated.
So i have the following problem.
Any time i click on a request to view the headers/payload/response
i receive a not responding window.
If i wait ~2 minutes it works.
So what i receive here is a developer tools not responsive status when working on local machine.
I tried to re-install chrome. Nothing changed.
Current Version is: Version 50.0.2661.102 m listed as up to date.
Is there any possibility to get some logs or did anyone faced the same problem?
I think it can be relevant if i show what extensions i have installed.
But i tried to enable/disable them and nothing changed.
And i get the same comportment in incognito mode too.
Later edit: I somehow identified the problem. Idea is that chrome is trying to display the cookie (request headers) which was 18k characters long and it looks like this is slowing a lot developer tools and sometimes make him crash.
I just saw that in Mozilla cookies are limited to a couple of characters (display perspective) and after that they show ...
I can't find any known issues regarding this crash, so here are a couple of steps you could take:
Use the Chrome Cleanup Tool and see if that helps.
Fully clean and re-install Chrome (including deleting user folders). If it works after that, you can slowly add extensions and plugins back and see if any reintroduce the problem.
Any ideas on how to get memory usage, Javascript errors, etc. from Chrome running on Google TV?
I have a page that is getting the "Aw, snap!" error when viewed in the Chrome browser on Google TV (Logitech). The page is fairly simple, but it does load a bunch of photos, though only up to 7 at a time (the photos are loaded using JavaScript). The photos are 640x480 and ~500KB each. They are stacked and the top one fades out (using jQuery) until all are gone then a new batch is loaded.
It only crashes on Google TV (it runs fine on Windows 7) and it takes a while before it crashes (I can get it down to about 10-20 minutes before it crashes by turning on a "fast mode" on our page).
Unfortunately I can't figure out how to get any information that might help me debug it. It would be cool to be able to get Chrome's developer tools on the Google TV device.
Currently there is no way to pull debug information from Chrome on Google TV. The Logitech Review is rather limited in it's RAM and you may be encountering an issue there (I don't know how big these images are). It is also possible that you have a memory leak in your javascript code. This might be hidden on other systems running a browser as there would be more memory to buffer you from seeing the error.
My advice would be to create a virtual machine (VirtualBox is free and runs on Windows) - create a VM with limited memory (256Mb Ram for instance) and install Ubuntu or some other flavor of linux that can run Chrome. Then run your app in the VM and see what happens.
Failing that you could always try loading the imaged with static image tags and see if it is the images that are causing the crash. If it's not the images then I would say look at your JS code closely and perhaps run it through JSLint (http://www.jslint.com/)