Run Monogame exe without Visual Studios - web

This is probably a stupid question but I am no the best with technology so I figured I might as well ask. I am working on creating a website for myself and I would like to put Monogame work on there. Is there a way I could I guess compress it all into one file for a person to download and then play it? or possibly make it playable via my website and how have them download anything?
This is my first post on her so sorry if this is not worded properly (it being 2:30 a.m. is not helping either). Thank you very much!

You cannot implement MonoGame as a game on your website. The closest you're gonna get is having it working over Local Network. And this has only been tested with XNA.
However yes, if you compile a complete version of your game and Zip it, that should work. As far as I've experienced, if you simply make sure to include MonoGame.Framework.Dll, it should work without any further requirements (apart of course from the standard ones, such as DirectX and .Net Framework in general).
You might want to test this on a clean computer (Virtual machine would also work I think). If this doesn't work, make an installer instead, using the Visual Studio Publish feature. I've never had that fail before

Related

All node usb libraries do not work and all give some kind of error

I'm developing a VSCode Extension where you can develop CircuitPython code. I want it to be able to upload your code to your pico, or whatever microcontroller you're using.
For this I need to detect all usb drives that are connected, I've tried libraries like node-usb, usb-detection, etc. But they always give some kind of error, for usb-detection for example you need to rebuild the library with this command:
./node_modules/.bin/electron-rebuild
But then I get greeted with this:
text here: https://pastebin.com/E7bjtWgP
I have absolutely no idea what anything of this means, I've installed vs build tools 2022, 2017 and even added it to my community installation.
After that I tried the usb library. Which again, greets me very kindly with:
I've also tried some other libraries but they all give a similar result. Some do this:
And I've also seen some very questionable things like this:
I've been googling, and debugging now for roughly 4 hours and atm I'm tired so I'll probably try again in a couple of hours.
EDIT:
I've made an entirely new project, moved over all the code and it now works. I have absolutely no idea what the problem was but at least its working now.

Dynamically translating liferay's portlets - pootle

I'm looking for some tool, which provide me possibility to dynamically (online) translate portlets in liferay. I mean, I wrote portlet in English, but people from other country may want to use it with their own language, and they can want to make translation. I know that there is Pootle tool, but I'm looking something what I can launch on Java (JBoss). There is a Jython, but I'm newbie on that, and I don't know how run pootle on jython. If someone have idea about way to solve my problem, please help.
Or maybe more simple Is there possibility to deploy pootle as war file in application server ?
regards
To your simplified question: Pootle is a Python application - AFAIK those get rarely packaged as WAR files. It might be possible, but I've never tried it...
That said, the sweet spot of Pootle is to prepare software translations and bring them back into the software development process - e.g. build. Do you want to "live update" your language files or are you ok with exporting them to your build system, then redeploying the updated plugins? If you want to do live-updates, pootle might not be the right system for you.
If you want to use the translations in the development process (e.g. in buildscripts), your real question might be "How do I install pootle?" - but for this you'd have to give some more steps that you tried, what worked and what did not work.
I never installed pootle myself, but I won't expect it to run seamlessly on a Java application server. If you've never done so as well, rather go the easy way and follow the standard installation procedure.

Yeoman working very slowly loading pages

I'm working on a project that uses Yeoman
it's been working great on my machine till recently some changes have been made to the project (introducing angular mainly) while I wasn't working on it for a month.
since I came back every page load has been taking around 2 mins only to get HTMLs and JS files!
the cpu is between 30%-50% physical memory around 60%, the computer is in good shapes.
other people working on the same project are getting very fast load times..
what can it be?
10x!
Igal
Sounds like the problem is on your side, therefore I would just delete the whole mess and check it out again, I assume you use some kind of Version Control.
If this does not work, it could be some caching problems - but it is hard to say with the current information.
Do you have anything that the others don't?
I would also make sure to update Yeoman, Node.js ect. to the lastest version, or just the same as your co-workers.
For extra performance you can disable the force option in the gruntfile, but seeing as the other people on your project has no problems this should not do anything about your situation.

Porting a markdown-live-preview-in-vim plugin from *nix to Windows

I need your help. Because I've no idea what I'm doing.
There is this nice plugin vim-instant-markdown I recently stumbled onto. Basically, it's a live preview in a browser, running in the background, while you're writing your text in markdown plugin, and I like the concept.
So, I've tried to get it to work on Windows,
installed Ruby (rubyinstaller-1.9.3-p125)
installed Ruby-DevKit (DevKit-tdm-32-4.5.2-20111229-1559-sfx)
followed instructions on https://github.com/oneclick/rubyinstaller/wiki/Development-Kit
gem install redcarpet pygments.rb
installed node (node-v0.6.10)
npm -g install instant-markdown-d
So far so good,
I open a markdown file in Vim, and it opens (pause button works here) a command line window with my text inside. Browser not seen anywhere.
In the plugin there is an /dev/null "thing" (I'm not an unix guy, more than I needed to be, which wasn't very much - just an ordinary user for most part). /dev doesn't exist on Windows.
To put long story short, my question is - can this be made to work on Windows, the way it should work, or is it a waste of effort even to try it to get it to work?
I'm welcoming all constructive ideas and suggestions.
glad you found this useful enough to want a Windows port! I think it definitely can be done, you just might need more dependencies and hackage.
First of all, understand that there's a server component that is used apart from the actual .vim file to make this work, which is started and stopped on demand. You will definitely need to look at its code, which can be found here.
The server uses open on OSX and xdg-open on Linux to open a browser window, neither of which exist on Windows. On Windows, you can use start (more here). Try to find a way to make the browser window open in the background, and not steal focus, otherwise it will be very annoying.
Also, curl is used to send commands to the server, and curl doesn't exist for Windows. Indeed, I don't think anything similar exists. There is a curl Windows port, though IMO it kinda sucks to add such a thing as a requirement for the plugin...
It seems that you've taken this on at least partially as a learning experience, so I hope you can make it work and send back a pull request! (Of course feel free to keep asking questions if you're stuck) But in the (hopefully unlikely) event that you lose interest or give up, create an issue in github requesting Windows compatibility, and I'll see if I have time to implement it. Also, keep in mind that some questions/comments will be better suited to the project's issues area than here.
Good luck!

Haxe in the field

I had a fresh look at Haxe again recently and realized that I had overlooked some of its elegance before. But I guess it lacks some visibility among the developers still.
So my question is, does anybody here use it for production? If so, how do you use it? What are the gotchas or difficulties you encounter? Do you recommend it for future projects?
I use Haxe to develop all my Flash applications, and I love it. I develop on Linux and with Emacs,
and I really like how I can make Haxe fit within my preferred development environment. I just use
simple Makefiles that look something like:
project.swf: Project.hx
haxe project.hxml
It's really easy to get started in Haxe, and it's very elegant. I've
had no problems at all using Haxe as compared to using the Adobe Flash
builders, and have developed a bunch of big projects including PanningPedagogy, The Orchive,Cantillion and Audioscapes.
I've released the source code to all of these as GPL on SourceForge, check them out at:
https://sourceforge.net/projects/panning/
https://sourceforge.net/projects/orcaannotator/
https://sourceforge.net/projects/cantillion/
https://sourceforge.net/projects/margridflash/
You might find some useful information in the lists of Projects Using Haxe and People Using Haxe.
My company uses Haxe for production use. For programming swf content is absolutly no problem on the technical side. Using it on the server side is a little bit harder. If you Haxe for PHP you sometimes have some problems with typing (this is more or less a PHP problem). The neko vm is very stable and very very fast but it takes some time to get it running with all you other server software (mysql, apache - mod_rewrite), but once you got it you it is very stable.
We used it for generation swf applications, tried the possibilies of Haxe JS. Also we created socket server for a multiplayer game and start to generate all our webpages with Haxe PHP or neko.
The community is very helpful, the documentation is sometimes a little bit to short.
This is only my opinion and the experiences I made.
For those of us who don't know what Haxe is, it's a programming language for developing web apps. It has multiple compiler targets (Flash, php, JavaScript, and the Neko language's VM)
Welcome to haxe [haxe.org]
Haxe entry on Wikipedia
Haxe are currently gaining more popularity as a cross-platform development (mainly for game development) tools thanks to NME/OpenFL: http://www.openfl.org/
Write once in Haxe and deploy it to Flash, Android, iOS, and more..
HaxeJS is very good for web production, it allows to use all the underlying js modules while giving extra abilities like pre-processor, typed fields, conditional-compilation, classes, haxe libraries, refactoring and auto-completion from IDE etc.. plus its very quick to compile and output ready-to-use js files.
I haven't tried microsoft typescript, but so far I've been using HaxeJS for both client and server (nodejs) on a few production projects and it feels a great choice. The only issue is if i want to share js libraries or npm modules with others, I'll probably need to rewrite the js by hand then.
We used it at a previous internship, for an internal web system. We only compiled to js and I just once compiled some minor code to both js and C#. I can say it worked quite well and many custom widgets were made at the time. Debugging the produced js wasn't that bad either, but it sometimes didn't produce the code you wanted it to (I remember one string comparison issue in js, where the reference was being compared instead of the value). The code was deployed in production and had worked fine for years. I'm pretty sure they still use it today.
That was in 2013, I haven't used it since. One problem I did have was trying to compile code made in version 2.08 using version 2.10. It needed some minor, but non-obvious adjustments. I can't quite comment on more recent releases, but I'd be a bit careful on not breaking large pieces of code by upgrading to new versions of the compiler.
You compile, haxelib run flow run "target" in target you type for example web, and thats all, in your bin, folder you get your files, remember to configure your project.flow file acording to your target and project.

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