I wish to inspect the source code of a few node-webkit desktop apps (binaries) for security purposes. How should I do so?
No need to actually decompile compiled code. Node Webkit is open source, so you can go ahead and check the actual source code, published by the creators.
Check out nw.js on GitHub (nw-builder on Github as well if relevant).
Related
For some reason(about the digital signature of the desktop bridge app, see here), I can't use visual studio to package my project. Makeappx seems to be able to do this, but those commands are too complex for me. Is there an easier way to achieve this?
Or to put it another way, how can I directly refer to the EXE file (which I can sign) rather than just the project in the application package project?
If Visual Studio is too complicated I recommend you get the free Express edition from Advanced Installer.
In the link include you can find a video that shows how to build an MSIX package (for bundle just change the radio button option from Builds page).
Additional info -
Publishing an MSIX package in the MS store.
Disclaimer: I work on the team building Advanced Installer.
I am using flutter web and I want to use some packages that are available for the mobile in the web version of flutter. The pubspec of flutter web look a bit different from that of flutter mobile but this is not the real problem. What I am concerned about is that is it possible to add the packages availble for mobile into that of the web. If yes, what is the proper way to do so?
This is not currently possible (as of June 2019) for any package which is dependent on the mobile OS. The reason for this is that the plugins on mobile use platform channels to communicate with platform-dependent code implementations for Android and iOS written in java/kotlin for android or objc/swift for iOS.
The only way those packages would ever work on the web is if a web-specific implementation were written for them which I assume would either use an emscripten-compiled library or more likely some sort of javascript bridge to call the relevant browser APIs.
From the flutter for web readme:
flutter_web does not have a plugin system yet. Temporarily, we provide access to dart:html, dart:js, dart:svg, dart:indexed_db and other web libraries that give you access to the vast majority of browser APIs. However, expect that these libraries will be replaced by a different plugin API.
For any plugin that is 100% dart code, you should be able to just include it in your pubspec.yaml the same way you would in flutter - under dependencies.
yes you can by take source code packages from github and take codes inside lib file inside package and put it in your project and fix errors may happen inside files by change path import to:
import 'package:flutter_web/material.dart';
and some more changes may need to do it.
it will work 100% and so easy :)
I have read a question/answer which states Flutter Web is a fork of Flutter and so one Android Studio (or VScode) project can't be built to handle both.
I'm not an expert on either (obviously) but I don't understand why the fact the libraries are forked implicitly precludes one from using the same source code for the different destinations.
Has anyone done so? And, if so, is there a skeletal project anyone would care to share?
I've been trying to figure out on how to setup a Cross-Platform project for MonoGame. Whats the conventional way of doing so ?
Is that done through a Shared Project and can I keep all my content in 1 project ?
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
Targeted Platforms : WINDOWS, LINUX, MAC
The best way to setup a cross platform MonoGame project IMO would be to use a Shared project. Shared projects can also include .mgcb file so you won't need to duplicate your content either. How to do:
Use "Xamarin Studio/MonoDevelop" and create a "MonoGame Shared Project" with the name of your game
If you are going to use using "Visual Studio", close the "Xamarin Studio/MonoDevelop" after this, and open up the created project vith it
you are gonna have to include the generated "Content\Content.mgcb" file with build action "None" so it will be visible in Project View area
Add a MonoGame Project for the platform you wish to launch the game from, ie. create a "MonoGame Crossplatform Project" and name it "(gamename).DesktopGL"
Delete "Game1.cs" and "Content Folder" from the Platform project
Add a reference for your Shared project
For your platform project, in options set the Output Assembly Name to be the same as your shared project
this step might not seem important, but if you are using a custom importer/processor this will allow you to not have to compile the content separately for each platform.
There you go, you should be able to run your project now.
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
The created executable from DesktopGL project is runnable on Mac even when compiled from Windows, the Mac user just has to launch it using Mono. In case you want you can package your game using MonoKickstart so that your Linux and Mac users don't have to have mono installed: https://github.com/MonoGame/MonoKickstart what's more, it also includes other needed native libraries. Description on how to use it are in the link.
Since you're just targeting Windows, Linux and Mac, you can use Xamarin/MonoDevlop which runs on all three of your target platforms.
Once it's installed, then add the Monogame through the Addin manager. The addin on version 5 of Xaramin and MonoDevlop.
You can then use the same Solution project file between all three platforms assuming you use the OpenGL Template. I use this method for developing between Windows and Linux.
The only time you'll need to use a shared project or something similar would be if you started developing for Mobile (iOS/Android) or for Windows on DirectX instead of OpenGL.
Is there a NodeJS plugin for Aptana Studio?
At least for NodeJS code-assist
And perhaps a way to create NodeJS project
And local NodeJS debugging
We have no NodeJS support currently. If this is something the community is interested in, it'd be helpful to file a feature request and vote it up: http://jira.appcelerator.org/secure/CreateIssue!default.jspa
Since we are built on eclipse, you should be able to try out the instructions for NodeJS debugging on Eclipse, found here: https://github.com/joyent/node/wiki/Using-Eclipse-as-Node-Applications-Debugger
As for special NodeJs projects, there's no notion of that. You would likely just create a normal Web project. We do have the concept of libraries that you can add to a project, wherein you could point to js files/libs for NodeJS. We also has special syntax files for describing JS libraries/APIs so it can be integrated into our content assist. A good example might be the ruble we have for jQuery which contains that file for two versions of the jQuery API. Here's the 1.6.2 version: https://github.com/aptana/javascript-jquery.ruble/blob/master/support/jquery.1.6.2.sdocml The bundle.rb up in the parent directory hooks up the file in the ruble/bundle.
My guess is that creating an analogous NodeJS ruble and building up an sdocml (xml) file that described the API would be the easiest way to get started. Sharing that on github and sending it to us would allow for others to contribute as well. There are docs for creating rubles here: http://wiki.appcelerator.org/display/tis/Creating+a+new+Ruble
UPDATE: Project URL is http://nodeclipse.github.io/
There is Nodeclipse.org effort. Current version is 0.11 see http://www.nodeclipse.org/history .
Recommended installation for Aptana users through Enide - Eclipse Node.js IDE
Features
Creating default structure for New Node Project and New Node Source File
JavaScript Syntax highlighting
Content Assistant
NPM support
Debugging - Breakpoint, Trace, etc... via modified Eclipse debugger plugin for V8
CoffeeScript support
Installing
Update Site : http://www.nodeclipse.org/updates/
Read also Hints (section Aptana Studio)
(source: nodeclipse.org)
Read http://www.nodeclipse.org/ for more & latest information.
I highly recommend using Sublime Text 2.
There are a few nodejs plugins as well as v8 javascript [Sublime v8] and standard ECMA-262.
This is not a direct answer to your question, but if you're looking for a good IDE for node.js, you should definitely try Microsoft WebMatrix 2. It basically does what you requested to do.
I was fed up of fighting with Aptana Studio and plugins and all this stuff... until I found out Sublime Text. Simple and wonderful.