I would like to be able to render using raylib with the Ray4Laz .dll bindings and outputting renders to a Lazarus TOpenGLControl, but it is giving an access violation error.
I can't even load up a texture with the library and render that without it showing a completely different image that's all garbled. It's probably pointing to some wrong memory address.
In general I would like to understand what might be the issue even if this can't be achieved without some major rewrites.
Related
I am using Mithril and am dynamically mounting some content. the first time the page loads everything works fine. Once I click a button, which causes one thing to unmount and another to mount, the Mathjax won't render again. I have tried calling the MathJax.Hub.Queue(["Typeset",MathJax.Hub]); function on element and page load, but it still does not work. The console indicates that MathJax.Hub is undefined after the remount. MathJax itself is being loaded synchronously.
What can I do?
Your error message suggests that you may be using MathJax version 3 rather than version 2. The MathJax API has changed significantly with version 3, and MathJax.Hub is no longer part of version 3. The replacement you are looking for is probably MathJax.typesetPromise(). See the MathJax documentation for typesetting and converting math for more details.
In my hybrid Android app I use inline SVG to display images that are large (of the order of 2Mb) and complex (several hundred SVG elements per image). When I need to change the image I do the following
var puzzle = document.createElementNS(SVGNS,'svg'),
kutu = document.getElementById('kutu');
puzzle.id = 'puzzle';
puzzle.setAttribute('preserveAspectRatio','none');
puzzle.setAttribute('width','100vw');
puzzle.setAttribute('height','85.5vh');
puzzle.setAttribute('xmlns',SVGNS);
puzzle.setAttribute('xmlns:xlink',XLINK);
puzzle.setAttribute('fill-rule','evenodd');
puzzle.setAttribute('clip-rule','evenodd');
puzzle.setAttribute('stroke-linejoin','round');
puzzle.setAttribute('stroke-miterlimit','1.414');
puzzle.setAttribute('viewBox','0 0 1600 770');
puzzle.innerHTML = SVG;
//SVG here is the SVG image content shorn off the outer <svg>..</svg>
if (0 < kutu.children.length) kutu.children[0].remove();
//remove old image, iff any
kutu.appendChild(puzzle);
//append the new image
While this is working the process of displaying the new image is slow. I suspect it is because of the innerHTML assignment above. Recreating through a sequence of createElementNS, puzzle.àppendChild would require me to first parse the incoming raw SVG content etc. Is that the way to go or would there be a faster way to display the content.
Once again for clarity - SVG here is the content of the new SVG image to be displayed shorn of its outer <svg>...</svg> wrrapper.
Just a side note it would probably be better to use setAttributeNS in place of setAttribute for consistency purpose since createElementNS is used, though it might not make a difference in speeding up the SVG image change.
In the case of a native app, a tool like the Android Profiler if using Android Studio 3.0 and higher can be used to analyze performance bottleneck. However since your app is a hybrid app, some sort of performance profiler that's applicable to the hybrid app (Whether it's Ionic or Cordova, etc.) can help to pinpoint where your performance bottleneck is.
Since your app is a hybrid, without knowing the resource capacity of your android app session, the guess is it seems to be a possible cause that it calls something like .setAttribute to set session-level attributes on the fly during the change of the image and the session resource might not be enough, and also the DOM has to perform .innerHTML and appendChild, which are dynamic operations. DOM manipulation is known to be slow.
Conversion of attributes of all the SVGs and store the result in some sort of storage or cache, and when needed, call it from the persistent storage or cache might be helpful.
Or consider using AngularJS to do the SVG change beforehand and preload the SVG images, refer to easily preload images in your Angular app. Here is another similar code to yours except it's using AngularJS to add SVG for starters.
Another simpler way, without changing your code, if you could minify the incoming SVGs beforehand, is to use SVG Optimizer or SVGO, a node.js open source project to compress your SVGs. Quoted from the SVGO link it says:
"SVG files, especially those exported from various editors, usually contain a lot of redundant and useless information. This can include editor metadata, comments, hidden elements, default or non-optimal values and other stuff that can be safely removed or converted without affecting the SVG rendering result." Although the performance gain might not be obvious going this route.
I am trying to port over a bit of code from wx2.8 to wxPheonix (3.0.3.dev78356 msw). I'm using code from the pyfa project (https://github.com/DarkFenX/Pyfa) which is currently being rewritten for python3. This code takes some concepts from PyCollapsiblePane and implements it better (there are some bugs with PCP). If you download and open pyfa, the collapsible panels are on the right side (resources, resistances, etc) if you want to get a feel for how it is supposed to work.
Anyway, I'm trying to port this over and I cannot seem to get it to work well. I know Pheonix introduces some changes to sizers and how things are resized. I am able to collapse the panel (and have the parent panel fit to the new size), and then open it again. But when I try to collapse it again nothing seems to happen.
Here's what is currently happening:
http://gyazo.com/68717f66c498d850ef60ee83e1c0ae4a
And here is how it's suppposed to work (wxPython 2.8 in the pyfa app)
http://gyazo.com/87cc0f61052dca0e81c387da0f84c0c4
This is the module that I'm working on (the script has a test case if run directly): http://pastebin.com/ghuVGXWN
Any ideas?
I had to remove self.SetMinSize(sz) from OnStateChange, works great now.
In manifest.json, we specify our background page and can put an html or a js file for it. Since it is only a script that executes what sense does it make to have an html file for it?
I mean where is UI going to get shown anyway?
Similarly the devtools_page property has to be an html file. What sense does that make?
It will not be shown anywhere (that's the essence of "background"), but some elements on it make sense.
You can have an <audio> tag, and if you play it, it will be heard.
You can have an <iframe> with some other page loaded invisibly.
..and so on
As for devtools_page, it would actually be visible in the interface (as an extra panel in the DevTools)
It is possible that devtools_page must be an HTML file just for legacy reasons: it was not updated when manifest version 2 rolled out with changes to how background pages are specified. Still, the same arguments as above apply.
background_page is a legacy feature from the initial support of extensions in Chrome. background.scripts was added in Chrome 18. I can't speak for Google's original intentions but I'd guess that in the original design using an page felt more natural and would be less likely to confuse developers. Once they realized how many background_pages were just being used to load JavaScript it made sense to explicitly support that.
I have been working on this site for some time and just launched it for a client.
People have actually had trouble beleiving I had done it on WordPress, though I don't see why...
Anyway, I suddenly see that the form fields of one of the forms on the site (Newsletter Registration) disappear while on IE, you get to see them for a second and puff, they're gone. I did check this previously on IE and it worked, I especially used CSS3 PIE to get the rounded effect for the fields on IE...
Link to website: http://www.doritsivan.com (hope this isn't considered promotion, not my intention)
site is based on WordPress and jQuery.
resolved the issue, thank you all. it was a bad case of relative vs. absolute positioning and the fields decided to go away (literaly)
A bunch of debugging with firebug-lite (btw was real to get it to work on my IE, kept on crashing or refusing to load altogether combined with IE popup and security issues) and I understoid that this was the issue, then some pixel fiddling and all was good. rechecked in Chrome, saw that result was exactly the same. job done