SPXPlatPluginsSuite->GetPluginXplatFileSpec returns XPlatFileSpec with mFileReference==0x00 - photoshop-sdk

I am in the process of porting a legacy (CS5) Photoshop plugin for macOS written in C++ to current technology (Photoshop 2022, macOS 12.4).
I’m currently struggling with the fact that CFURLCreateFromFSRef is deprecated and should not be used any longer. Now, thanks to the newest version of the Plugins Suite, that shouldn’t be a problem, SPXPlatPluginsSuite should return an XPlatFileSpec, which gives the file location as a CFURLRef.
Unfortunately, if I acquire the suite with kSPPluginsSuite and kSPPluginsSuiteVersion6, then call GetPluginXplatFileSpec, the resulting XPlatFileSpec.mFileReference is null, the mFileSpecVersion is 0.
If I use kSPPluginsSuiteVersion4 for the Suite acquisition, then call GetPluginFileSpecification, the resulting SPPlatformFileSpecification.mReference contains the correct (but useless) FSRef.
What am I doing wrong here?

Found a way to do it:
Stick with kSPPluginsSuiteVersion4 and GetPluginFileSpecification, then use PSGetPathSuite1 to get the path out of the returned SPPlatformFileSpecification as a string. From there I can create the URL as needed.

Related

Could I replace Directx11 with directx 12 by replacing the .dll files and other ones included?

The title says it all. But, are there too many files to be replaced and is there a risk? What I mean is, there are files like d3d11.dll. Could I replace the files with with something like d3d12.dll or something like that?
When code is compiled it uses 'headers' and usually links to 'libraries' which refer to functions inside the dll. When the game loads it maps the DLL into the address space of the executable so that the program can use features in the DLL.
So if the Game does D3D11_DrawTriangles, it will end up calling that feature in d3d11.dll. Dropping in the DX12 DLL won't work because the expected function is no longer there (and besides, the executable would still be looking for the 11 DLL - it wouldn't even load).
Upgrading from DX11 to DX12 is a major undertaking; the graphics APIs are very different.
Put another way: It's like someone dropped a Fiat engine into your Volvo. Would it work? How much effort would it be to rewire all the pipes and electronics to make it work?

How to replace a native dynamic library file permanently and appropriately

I try to develop a thirdparty unixODBC driver, it is a secondary development based on the original file libodbc.so.2.0.0.
so I want to rename 'libodbc.so.2.0.0' to 'libodbc.so.2.0.0_renamed'. And soft link my dynamic library file to libodbc.so.2.0.0.
But I found an issue bothering me, when I rename native file and run 'sudo ldconfig', the file named 'libodbc.so.2' automatically linked to the renamed file 'libodbc.so.2.0.0_renamed', as below:
I could not understand that:
why it occurs;
how to appropriately replace the library.
I don't have enough ackownledge about linux, so that I failed to get any keyword to search and deal with it.
Could you help me, thank you very much!
Shared objects under GNU/Linux follow a specific version naming scheme, which is known by the loader (and OS component, actually part of libc framework) to determine if a newer library is retro-compatible with some older version to which a binary was originally linked against. By adding the renamed suffix, you are violating the convention and the dynamic linking system is getting confused. You should renamed as suggested by #Bodo above.
In addition, perhaps rather than using rename, you might consider using the very versioning scheme. From GNU Build System (aka Autotools) manual, the version cheme is like it follows:
Versioning: CURRENT:REVISION:AGE
CURRENT The latest interface implemented.
REVISION The implementation number of CURRENT (read: number of bugs fixed...)
AGE The number of interfaces implemented, minus one.
The library supports all interfaces between CURRENT − AGE and CURRENT.
If you have
not changed the interface (bug fixes) CURRENT : REVISION+1 : AGE
augmented the interface (new functions) CURRENT+1 : 0 : AGE+1
broken old interface (e.g. removed functions) CURRENT+1 : 0 : 0
Therefore a possible history of your lib might be:
1:0:0 start
1:1:0 bug fix
1:2:0 bug fix
2:0:1 new function
2:1:1 bug fix
2:2:1 bug fix
3:0:0 broke api
3:1:0 bug fix
4:1:1 bug fix
5:0:0 broke api
You might, for instance, call the older and newer versions of libodbc.so.x.y.z, according to your needs. Just an idea.

thrift js:node - Cannot use reserved language keyword: "not"

When converting a thrift object for nodejs:
thrift -r --gen js:node state_service.thrift
The following error is thrown:
[ERROR: /state_service.thrift:33] (last token was 'not') Cannot use
reserved language keyword: "not"
The lines in the code around 33 are:
typedef bool Not
struct Exp {
1: string left
2: Not not
3: BinaryOp op
4: AnyValue right
}
I am using the most recent Thrift version 0.9.2
Try to change the not to something else, i think the problem is that 'not' may have another meaning in the language that you choose to generate.
2: Not not
The solution is to not use the reserved language keyword, as advised by the Thrift compiler. These keywords are reserved for a reason. Thrift is a cross-language tool, and not is indeed a keyword in some of them.
I don't want to change the processing code only because of a faulty js converter.
I beg to differ. Faulty is something that does not work, altough it should. Thrift clearly tells you that what you are about to try is illegal (as of today) and what the problem is.
To put it another way: With Linux, you can put uppercase and lowercase letters in a file name (actually you can put a whole bunch of strange things in, but I'll make it easy). So creating a FILE and a file in the same folder will work perfectly. If you now take your program and run it on Windows, relying on that behaviour, you will sooner or later run into trouble and may start to complain you "dont want to change your processing code only because of that faulty OS".
Note that complaining will not help you out of the pothole, altough the endorphines emitted during that process will make sure you have a fun time. The solution is of course to wait until Microsoft fixed their faulty OS, because you make the rules. Correct?
Of course not. So if you feel the implementation is wrong - fine! This is Open Source, and nobody claimed perfection. You are free to provide a patch, and we will happily review it. But please make sure you tested it with all 20+ languages currently supported by Thrift.

Can you use assembly.load in monotouch?

I'm currently trying to load a plugin assembly dynamically in a monotouch app.
To do this, I'm referencing the plugin dll in my app project, setting the limker to 'sdk only' and then i'm trying to call Assembly.Load(filename) within my app when the plugin is required.
This is the same approach that I've previously successfully used in monodroid. However currently, this is failing in monotouch with a FileLoadException.
Is this approach possible in monotouch? Is there a special file path you need to include? Or is this not supported in the aot environment?
Note: Obviously there are other ways I can achieve a similar effect - and I do have a backup plan... but this is my preferred route (if I can make it work)
Code like:
var a = Assembly.Load ("mscorlib.dll");
Assert.NotNull (a);
works fine with both the simulator and devices. However the parameter for Load is assemblyString which is not a filename (even if the exception thrown make you think it is).
Many other overloads exists (for Load) and other methods too (e.g. LoadFrom) but they might not all work inside MonoTouch (since some runtime support might be missing).
NOTE
Handling of mscorlib.dll is special (and works in more cases than other assembles, i.e. shortcuts). However the reflection-based methods seems to work as expected in more cases, e.g.:
string filename = System.IO.Path.GetFileName (GetType ().Assembly.Location);
Assembly assembly = Assembly.ReflectionOnlyLoadFrom (filename);
Assembly.Load (or any other way of loading code dynamically) is not supported in MonoTouch.
This is an iOS restriction - all the executable code has to be in the app (and it has to be native code, which is why we use AOT to generate native code at compile time).

Node INTL locale Collation

I'm working on a side project that involves sorting Japanese and Thai strings. When I was testing the sorting in client-side Javascript, I was able to use a.localeCompare(b, "languageCode") which worked. When I tried this same logic in Node, it did not work, because the Node INTL object is restricted to English as the default.
I want to customize my node build as described in the above link, and came across the ICU4C-data Node Module, which I understand contains a full set of ICU data. I've been playing around with different build flags, like the one specified by the (sparse) README: --icu-data-dir=node_modules/icu4c-data, to no avail - no matter which flags I set I cannot get the INTL Collator's compare function to give the expected results. Is there an obvious flag that I'm missing, or key assumption I have wrong?
Here are a few things important notes/resources:
The end goal is Thai & Japanese collation - if there's another approach using Node to implement this, I'm open to suggestions.
Collation must be done in Node
I'm going to be relying on Array.prototype.sort() - mainly looking for a comparator
Using Node 0.12, with ECMA support
My first time customizing a Node build (~1 month experience)
Install the full-icu package instead. It will give instructions on how to load the rest of the data.
Also note that future node versions should not require any configuration to pick up the new data, you can see #3460 if interested.
I need to fix the icu4c-data's readme to reflect this.

Resources