Get a clip's file path from OpenFX Plugin - rust

I'm just starting to dabble in OFX Plugin development with Rust, and was wondering if there's a way to get a clip's file path? Obviously OFX Plugins can be used in nodes, transitions, or other places where a clip's file path wouldn't make any sense, but It'd be really useful if there were a way of getting a clip's file path when an OFX Effect is applied directly on a clip in a timeline, for example in DaVinci Resolve. I've had a look through the ofxPropertiesReference, but can't seem to find anything relevant there.
The reason I'm looking to do this is so that I can open a video file in an external application directly through the OFX Plugin's interface.

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Pixi.js vs Pixi.min.js differences?

I'm new to web development and currently learning Pixi.js and I noticed there are few versions:
Pixi.js
Pixi.js.map
Pixi.min.js
Pixi.min.js.map
May I know is there any differences between these in terms of features?
they're not at all different version, it's just a common convention in javascript programming: "min.js" files are the "minified" lib source, that's mean the same ".js" file where spaces, end of line and other unnecessary (for the browser) characters are cut off, and also variables names were changed with shorter ones, to obtain a lighter source file, less heavy to download and easier to execute for the browser. This file is obviously automatically generated from tools like gulp and grunt and is the source file you have to upload to the server and finally serve to the user. ".map" files instead are, whell, maps who link minified files to their full size counterpart, whit just min and map files, chrome debugger can reconstruct the original source and show it to you in the inspector.
To answer your question: No they are exactly the same, when it comes to features.
A *.min.js file is just the original.js file but "minified".
That means names were shortened (e.g function getName changed to n).
It's size (bytes) is also reduced.

what is the purpose of "rawproto" files?

In Android Studio, in
~/StudioProjects/$APPLICATION/build/android-profile/,
there are many files profile-*.rawproto, e.g., profile-2017-04-25-18-19-51-815.rawproto.
I have never seen the file suffix .rawproto, does this suggest a certain kind of file, and if so, what is this file generally used for?
With some digging online, it seems to be related to Gradle in IntelliJ/Studio, which is a sensible conclusion since it is in the build directory. But this is all the information I am able to find on what this is or what it should do.
That filename pattern is mentioned in ProcessProfileWriterFactory.java, part of the Android Gradle plugin. Once a real filename is created, it is passed to ProcessProfileWriter.java which seems to write some analytics data about the build process to a file. The rawproto file format is probably Google's Protocol Buffers.

Tabcompletion and docview while editing rc.lua

I saw that there is a lua plugin for eclipse and there is a docpage on the awesome main page api_doc and all the .lua files in /usr/share/awesome/lib.
So I thought it must be possible to create a Library or Execution Environment so that one has tabcompletion and docview.
So I tried making my own Execution Environment:
wrote the standard .rockspec file
downloaded the documentation made an ofline version of it and put it in docs/ folder
ziped the files and folders in /usr/share/awesome/lib
ziped all up
tried it out ... and it failed.
When I try to view a documentaion for a .lua file I get "Note: This element has no attached documentation."
Questions: Am I totaly wrong in my doing (because I have the feeling I am)? Is there any way to edit the rc.lua with tabcompletion and docview?
Koneki will probably take a while to setup, but it's definitly worth it. Going for the".doclua"(by using version 1.2) would certainly make it, but I doubt that using a script to generate the information you need, would work out on the long run.
Most likely, you'll probably pass a bit of time to define what kind of object you're dealing with every time you come across one. The right to do, would be to actually take the time to see if the object/module/inner type inherit from an another object, so can actually have more completion feature as you keep using autocomplete to go from one object to another by pressing "dot"+ctrl_space.
In an ideal world, one person could probably make it right and share to other, so they can enjoy a full featured autocomplete editor.
Found solution for eclipse.
First off the idea of setting up an Execution environment was the wrong one.
So the whole thing about downloading the doc although.
For more information on that visit eclipse Wiki for LUA Development Tool.
The right thing to do is to add a source folder which contains the /usr/share/awesome/lib directory.
The bad news is that my comment from above was totally right, which means one has to configure each .lib file in /usr/share/awesome/lib to meet the requirements of the Documentation Language described here.
Than editing the rc.lua (which one can add to the project in eclipse) works with tabcompletion and doc view.
Since the Documentation Language used in the lib files is similar to the one used by "LUA Development Tool" one has not to change many things. Maybe there are even scripts for that.

How to prepare a Linux app to find ttf font directory?

I'm working on an application primary targeted for Linux, which use a TTF font. I need the font's file name and path, because I have to load it with SDL function TTF_OpenFont(char *file, ...). The problem is that there are a lot of different directories for TTF fonts on different distribution. Which is the best way to deal with this problem? I've came up some solutution, but each of them seems suboptimal for me:
pack the font along with the application, and install it to the application's own /usr/share/ directory.
check the font path with fc-list : file.
hardcode every path variation to the application and try them out when load the file.
Your first and second solutions are quite good, except it may be better to call FcFontList function. Third one is quite unreliable, but it highly depends on application type (it can be ok in some cases, if you have this path configurable by user).

make swf from fla without ever opening it

is it possible to change text and images in a fla file without ever opening it up and then making the swf via command line? I want to make a flash template and save the fla. Then be able to update my text and image name and convert it to swf. I have one template but tons of different text options and background images. It would be nice to be able to copy the master.fla twenty times and just change the source code (will do this from command line) and then convert to swf (via command line).
Any help would be appreciated.
With CS5, you can do half of what you're asking today, by using the XFL file format instead of FLA. Instead of a binary blob, you get an editable XML file and a tree of separate asset files: PNGs, AS3 files, etc. You can then modify the XML or AS3 files programmatically to get your variants.
(A CS5 FLA file is really just a zipped up version of the XFL, but there's no advantage to using that instead of an XFL. In CS4 and previous, FLA was a proprietary binary format.)
The missing piece is an XFL compiler. Adobe currently provides no such thing, and the third party market hasn't yet produced one.
You could use a systems automation tool to drive the Flash Professional environment through the compilation steps. On OS X, for example, either Automator or AppleScript should be able to do what you want. It'll just have more overhead than the command line compiler you were hoping for.
I agree with Jason, there are a lot of alternatives to what you suggest. Keeping content out of the SWF is good practice actually. This is a good way to avoid large files!
Depending on what you 're looking to achieve, there are a lot of solutions available. XML is an option, JSON another.
If you're looking to build a template, any of the above would seem appropriate.
It sounds like you're working from the Flash IDE, as Jason suggests you may want to have a look at another IDE, such as FlashDevelop, FDT or FlashBuilder as they make coding with AS3 a lot easier.

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