Delete Asset In .exe File - exe

I finished making a game, so I started testing it, and me, being the person I am, have deleted my project file and assets, so all I have is my .exe file. Now, when I run my .exe file, I find that there's an image that I don't need and I want to delete it. I've tried using Resource Hacker and XM Resource Editor, but I wasn't able to find the file I wanted. I used Unity to make the project if that helps. I've tried doing open recent, and that hasn't worked either. Help would be greatly appreciated!
P.S. This question is not on restoring my file, but removing the asset.

You need to delete an asset from game that you are running on a device? You can not remove it. That asset is now part of the binary that is your game.

Related

Unable to download sdk components

Whenever I try to start android studio, I get this:
What should I do?
It doesn't download and just keeps repeating this!
Refer: SO query
You can try the solution to avoid Downloading Components at startup so that AS launches and later on proceed manually.
To disable "Downloading Components" at startup,
Go to the installation directory of Android Studio. There you will
find a folder named "bin". Inside this folder there is a file named
"idea.properties". Open this file and add the following line to the
end of the file:
disable.android.first.run=true What this will do is disable the check
that Android Studio performs on first run and decides to download all
that stuff.
If it asks to save the file at some different place instead of
overwriting the original one, please check the access permissions to
the file.
I ran into this and it was actually working fine, despite looking broken. Wait and see if the filename changes after a while.
I think that is some bug, but it's just process of downloading.
Just wait for end of downloading and all will be ok.

why download apk file is buffered and gives user old version

We hold our landing page on Azure and it is for users to download an Android apk file. This landing page is a html file. Here is the markup for users to download:
download here
It all works fine until now. Users start to complain that the app they downloaded cannot work properly. But when we tested, it works fine.
Finally we find out that, although the link is
http://www.[mysite].com/android/[MyAndroidApp].apk
but sometimes when user click it, it goes to
http://101.44.1.131/cloud/223.210.55.28/files/9216...636//www.[mysite].com/android/[MyAndroidApp].apk
This is a buffer and holds an old version of our app!
Can anyone tell me why this happen and how can I prevent it buffer our old version?
How often do you update this apk file?
May be a caching issue, but not sure exactly.
Have you tried using Azure storage? Upload the file on there, and then link directly to it.
Should cost you less in the long run and not cause any buffering/cache issues
I would suggest you try to put version numbers after your filename. This is also a good practice for .js files. A problem is very often that it's cached and the cache not updated correctly. It's a general problem in the web.
So. Try to put version numbers after the file name, and let us know if this works.
Thank you all for your suggestions.
We have found the reason. Looking at the redirect url, it is actually some ISPs cached our apk files. They are doing this so that they can save themselves money and bandwidth. This is a common practice in some countries and is well documented.
How evil it is.
Our solution is thus change the file name very time we deploy a new version.

how to make request.get_full_path() to work for uploading files in django 1.8

This is related issue, (nothingisnecessary) suggested that request.get_full_path should work for my project, i have tried everything so far and still cannot get it working. Maybe there is someone who would be willing to help
Django 1.8 uploading files for a specific location
I just need to be able to upload files to the location which automatically would be created depending on the template.html that would be used at a time.
Desperate at this point ....
thank you

About updating a node-webkit app

I want to set auto-updates up for my apps before I release. I'm a budding programmer, so when I looked into node-webkit-updater I was pretty confused. It seems under-documented to me. Can someone explain the overall update mechanism that it helps implement?
As an alternative to node-webkit-updater, I was thinking of creating my own update system. I kinda like how Apple handles extension updates and I was thinking about replicating it. This would involve putting a JSON/XML manifest file on Amazon S3 along with the latest versions of the app for all platforms. The app checks the file at startup and replaces itself with the new version.
Is the latter sound plausible? Am I better off going with node-webkit-updater? If so, can someone explain it to me please? My app is a Mac + Windows project.
This is what we did:
The first script of the page checks a custom "manifest" (.txt file) on the server, which contains some arbitrary text, e.g. version number.
If this value differs from a local version of the manifest, then download a .zip file from server. (The zip contains the latest nwjs website. You could have a separate one for each platform).
Unzip into a local directory (we use 7za command line util).
Set window.location.href to above local directory (index.html).
I know this is a old question, but here is the answer :)
https://www.npmjs.org/package/node-webkit-updater

How to add a lot of resource files to a monotouch project?

I have a lot of png images into a directory. I've added it to the project as Content/Copy if newer. I can load them from the app without problems.
But, the project needs a lot of time to compile. If i make a little change in the code, the project recompiles all again. It takes a lot of time.
I've tried to add another project, add the files to the new project, but then i can not access to the files from the app.
Is there any solution?
Of course, when i debug the app into the iPad, the uploading+install takes a lot of time. These files will not change ever, so...Is there any method to copy all the content ONE time?
Thanks
I just have discovered a tricks. It seems that monotouch does not remove directories when you upload and install from the MonoDevelop environtment, so:
Add your folders and all the files and mark them as Content
Build your project for iPhone/iPad and Run it from MonoDevelop
Remove your data foldres from your porject
Clean the solution
Make any changes you need in your code, your data reamins in the device!!!
That changes all!!! Before that, when i need to make a minor change in my code, i needed to wait about 15' for building and uploading. Now it's just 1 minute!!!
Place your images in a separate class library
Mark all your files as embedded resources
Add a logical name to each resource (in your project file)
<EmbeddedResource Include="Images\Folder\Filename.ext">
<LogicalName>LogicalNameForImage</LogicalName>
</EmbeddedResource>
4. Load the resource as
UIImage.FromResource(yourAssembly, "LogicalNameForImage");
Embedded resources are loaded on demand, not when the assembly loads.
In A future version of MonoDevelop (my patch didn't make it in time for the upcoming 4.0 release), this won't be an issue any longer.
What currently happens in MonoDevelop 3.x is that when building a project, it will only copy the images that have changed into the app bundle, however, after building, MonoDevelop invokes a script that is installed along with Xcode called iphone-optimize which scans the entire app directory and uses pngcrush to crush all of the images (it also converts all plist files into binary plists). This is the step that causes such slow build times if you have a lot of images.
Just after the 4.0 branch closed for QAing, I wrote a patch that avoids the need for invoking the iphone-optimize script. Instead, what MonoDevelop will do is it will directly invoke pngcrush on only the images that have changed, passing the proper app directory location as the output argument to pngcrush so that we avoid an additional file-copy.
From my own testing, this makes a massive improvement to build times for projects with a lot of image files.
In the meantime, what you could do, is make a backup of the iphone-optimize script (should be located somewhere under /Applications/Xcode.app) and then modify it to not crush image files. Then, once you've done that, go and pre-crush all of your png files in your project.
(Note: when the MonoDevelop with my patch finally ships, it'll also have an option to disable calling pngcrush for developers who have already pre-crushed their images).

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