how to change webview2 user data folder in tauri? - rust

Is there anyway to change user data folder in edge webview2 in tauri ?
I have to change environenment variable WEBVIEW2_USER_DATA_FOLDER before tauri initialization. but it does work in sometime, so that it is better change it via some interface.
here is my code:
let udf = xxxxxx; //some folder generated for each user.
env::set_var("WEBVIEW2_USER_DATA_FOLDER", udf);

Try this:
use tauri::WebView2;
fn main() {
let mut webview = WebView2::new();
let udf = xxxxxx; //some folder generated for each user.
webview.set_user_data_folder(udf);
webview.run().unwrap();
}
You can call this method before calling the run method of the WebView2 struct to set the user data folder before the webview is initialized.

Related

How do I execute a Move script on Aptos using the Rust SDK?

I want to execute this Move script, e.g. at sources/top_up.move:
script {
use std::signer;
use aptos_framework::aptos_account;
use aptos_framework::aptos_coin;
use aptos_framework::coin;
fun main(src: &signer, dest: address, desired_balance: u64) {
let src_addr = signer::address_of(src);
let balance = coin::balance<aptos_coin::AptosCoin>(src_addr);
if (balance < desired_balance) {
aptos_account::transfer(src, dest, desired_balance - balance);
};
}
}
This is calling functions on the aptos_coin.move module, which is deployed on chain. What it does isn't so important for this question, but in short, it checks that the balance of the destination account is less than desired_balance, and if so, tops it up to desired_balance.
I can execute this Move script via the CLI easily like this:
aptos move compile
aptos move run-script --compiled-script-path build/MyModule/bytecode_scripts/main.mv
Or even just this:
aptos move run-script --script-path sources/top_up.move
What I want to know is whether I can do this using the Rust SDK?
First, you need to compile the script, as you did above. Imagine you have a project layout like this:
src/
main.rs
move/
Move.toml
sources/
top_up.mv
You would want to go in to move/ and run aptos move compile, like you said above. From there, you can depend on the compiled script in your code (see below).
With that complete, here is a minimal code example demonstrating how to execute a Move script using the Rust SDK.
Cargo.toml:
[package]
name = "my-example"
version = "0.1.0"
edition = "2021"
[dependencies]
anyhow = "1"
aptos-sdk = { git = "https://github.com/aptos-labs/aptos-core", branch = "mainnet" }
src/main.rs:
use aptos_sdk::crypto::ed25519::Ed25519PublicKey;
use aptos_sdk::types::transaction::authenticator::AuthenticationKey;
use aptos_sdk::{
rest_client::Client,
transaction_builder::TransactionFactory,
types::{
account_address::AccountAddress,
chain_id::ChainId,
transaction::{Script, SignedTransaction, TransactionArgument},
LocalAccount,
},
};
static SCRIPT: &[u8] =
include_bytes!("../../move/build/MyModule/bytecode_scripts/main.mv");
fn main() -> anyhow::Result<()> {
// Prior to the follow code we assume you've already acquired the necessary
// information such as chain_id, the private key of the account submitting
// the transaction, arguments for the Move script, etc.
// Build a transaction factory.
let txn_factory = TransactionFactory::new(chain_id);
// Build a local representation of an account.
let account = LocalAccount::new(
AuthenticationKey::ed25519(&Ed25519PublicKey::from(&private_key)).derived_address()
private_key,
0,
);
// Build an API client.
let client = Client::new("https://fullnode.mainnet.aptoslabs.com");
// Create a builder where the payload is the script.
let txn_builder = transaction_factory.script(Script::new(
SCRIPT.to_vec(),
// type args
vec![],
// args
vec![
TransactionArgument::Address(dest_address),
TransactionArgument::U64(desired_balance),
],
)));
// Build the transaction request and sign it.
let signed_txn = account.sign_with_transaction_builder(
txn_builder
);
// Submit the transaction.
client.submit_and_wait_bcs(&signed_transaction).await?;
}

What is the best way to check if an executable exists for `std::process::Command`?

I want to create a std::process::Command and check whether an executable actually exists at that location before actually spawning the Command later. What would be the pragmatic way to do this?
I have this code:
let c = std::process::Command::new("my_exe");
// something here
c.spawn().unwrap();
I want to be able to validate the my_exe path when creating the Command and then spawn way later.
check whether an executable actually exists at that location before actually spawning the Command.
Don't as that's a time-of-check to time-of-use race condition. Instead, check the error value from executing the Command: Check if a command is in PATH/executable as process.
If you want to check if a file is present in the working directory, you can use Path::exists, as described in How to check whether a path exists?.
Also, Command::spawn() takes a mutable reference to self so c needs to be mutable.
use std::path::Path;
use std::process::Command;
if Path::new("PATH_TO_EXECUTABLE").exists() {
let mut c = Command::new("PATH_TO_EXECUTABLE");
// do something
c.spawn().unwrap();
}
Use the is_executable crate:
use is_executable::IsExecutable;
use std::fs;
let paths = fs::read_dir("./").unwrap();
for path in paths {
let file_path = path.unwrap().path();
if file_path.is_executable() {
println!("File: {:?} is executable!", file_path);
} else {
println!("File: {:?} is _not_ executable!", file_path);
}
}

Bitrix24 How to write custom event handler

I want to know where I have to put below custom event handler code in bitrix24(self-hosted system) without changing any core file.
AddEventHandler('socialnetwork', 'OnBeforeSocNetGroupAdd', 'TestHandler');
function TestHandler(&$arFields) {
$arFields['DESCRIPTION'] .= ' It is forbidden to use foul language!';
if ($GLOBALS['USER']->GetID() == 2) {
$GLOBALS['APPLICATION']->throwException('You cannot create groups.');
return false;
}
}
If not custom module, you can put your code in two places:
/bitrix/php_interface/init.php (if there is no init.php file, create it)
or
If you have local folder in the root of the project, you can create file init.php in /local/php_interface/init.php

Nojde.js insert Self = this in every files

I need to access the self of all files of my application.
if I insert the code self = this; in files(modules) I can access this outside of the module. Why do I need it?
After I require a module, I inject some functions in the modules, eg:
var mymodule = require('mymodule')
mymodule.somevar = 'somevalue';
mymodule.doSomethingWithSomevar = function (obj) {
console.log(self.somevar );
};
If I insert self = this; inside the mymodule file the command console.log(self.somevar ); works and I can access the value of self.somevar, but I dont want to insert that line in every file, is there any way to make it automatic?

Include class definition file

How can I include a file, which contains classes definitions in my server.js file?
I don't want to use module.exports because I want to use this file in my client javascript code too.
Thank you!
If you want the module's contents to be available outside the scope of the file you have to use module.exports. Making the file also work in a browser just requires you to do some extra if/elses
For instance:
var self = {};
// Browser?
if(instanceof window !== 'undefined')
{
window['my_module_name'] = self;
}
// Otherwise assume Node.js
else
{
module.exports = self;
}
// Put the contents of this module in self
// For instance:
self.some_module_function = function() {
// Do stuff
}
Now if you're in Node.js you can reach the function like this:
my_module = require('my_module_name');
my_module.some_module_function(58);
Or if you're in a browser you can just call it directly since it's global:
my_module.some_module_function(58);
Otherwise I can recommend Stitch.js which allows you to develop JavaScript code using the CommonJS style require and modules, then compile it to also run in the browser with no code changes.
Require.js also allows for this type of functionality.
Here's another SO question about using the same code in node and browsers:
how to a use client js code in nodejs

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