OpenLaszlo 5.x - Deleting Imported Libraries - openlaszlo

We have a very large app that is in OL vers 4.0.24 with many program options with in the app. It is such a large app that we load and unload libraries of code based on what option they take.
libHWT100.unload(); // unload the library, so that it can be reloaded
libHWT100.load(); // reload the library so that we can instantiate them again
Fastforward to a new app we're creating with 5.x (nightly build info: Build: trunk#19533 (19533) Date: 2012-02-21T09:54:36Z) Following similar design approch since this is kind of our test for how our code once updated to the newer format will work as HTML5 version.
The library initially loads just like it use to, but now when I do the unload, I get the following error: TypeError: Object [object Object] has no method 'unload'. Obviously something has changed.
If I look at the docs. http://labs.openlaszlo.org/trunk-nightly/docs/developers/program-structure.html#d0e30050 #5, it still shows the unload() method.
Any one know how to unload an imported library now under 5.x? Thanks in advance!

Related

Robot Framework - Use Listener to interrupt Execution

I'm currently implementing a way to manage execution of a test in robot framework using using tkinter and the builtin listeners.
I was able to make a Pause/Resume system relatively easily but I'm unable to make a Stop system.
In the RobotFramework UserGuide there is an example to insert keywords in test cases like this:
ROBOT_LISTENER_API_VERSION = 3
def start_test(test, result):
test.keywords.create(name='Log', args=['Keyword added by listener!'])
The issue is, that this is deprecated and doesn't work. I have the following error when trying to use this :
UserWarning: 'keywords' attribute is read-only and deprecated since Robot Framework 4.0. Use 'body', 'setup' or 'teardown' instead.
I don't know how to use Body setup or teardown to do what I want and I was unable to found any example similar to the deprecated one
Apparently I needed to ask the solution to find one by myself
So I just needed to make something like this :
test.setup.config(name="Fatal Error", args=["Force Quit"])
or
test.teardown.config(name="Fatal Error", args=["Force Quit"])

How do I use this monaco library in an electron app?

How can I use monaco in my electron app? out this example: What's the proper way to do that? i'm open to new suggestions. I throughout into building a micro frontends but it's not that nice in react/electron and in the end i would have to include the final index output file using iframe. I wish I could use something we do with dlls in desktop application. note: i'm new to react and electron, perdon mystakes that seems so simple.
Well, I tried to "merge" as needed both webpack configs. Is this the way to go? so far i couldn't make it. I added:
resolve: {
alias: {
'vscode': require.resolve('#codingame/monaco-languageclient/lib/vscode-compatibility')
}
but it cannot find the vscode module, i'm getting the error:
Module not found: Can't resolve 'vscode' in 'C:\Users\jjj\Desktop\merge\Newton\node_modules\vscode-languageclient\lib\common' even tho the package is installed.
I also tried to add "editor.worker": 'monaco-editor/esm/vs/editor/editor.worker.js' in the entry section but I got the error:
An unhandled error has occurred inside Forge:
Conflict: Multiple chunks emit assets to the same filename index.js (chunks 179 and 915)
Error: Conflict: Multiple chunks emit assets to the same filename index.js (chunks 179 and 915)
I did plan to -- assuming it's the proper way to go ---, once managed to fix this webpackes merge, I'd include the main file with the contents:
require('monaco-editor');
(self as any).MonacoEnvironment = {
getWorkerUrl: () => './editor.worker.bundle.js'
}
require('./client');
then have
<div id="container" style="width:800px;height:600px;border:1px solid grey"></div>
somewhere to show the editor and the <script src="main.bundle.js"></script> wouldn't be needed due to the fact it would be included in the webscript's output javascript bundle file, used elsewhere by the entire application.
Various errors may occur depending on the bundler configuration, so I made it simple example by referring to codes monaco-editor and monaco-languageclient. Both repositories work after build, so I separated the main process and renderer process folders to avoid overlapping outputs. Maybe this is related to Forge's error.
I created an Electron renderer code using monaco-languageclient's client code, and in the main process, run monaco-languageclient's server. Therefore, both processes must share the same web socket port. You can also erase the following lines and run LanguageServer externally.
Here is an example without the iframe.

How to modify NodeJS built-in global objects?

I'd like to add an important functionality that I can use at work without using require() every time. So, I thought modifying built-in objects can make this happen but I could not locate the locations of those objects to do the modification.
Are those objects in NodeJS binary? Would that mean I have to fork the whole NodeJS repo to make this happen?
Please, I don't want to use prototype editing etc which are same as require. I need to have native feeling.
First off, I agree with an earlier comment that this sounds like a bit of an XY problem where we could better help you if you describe what problem you're really trying to solve. Portable node.js programs that work anywhere or work with any future versions of node.js don't rely on some sort of custom configured environment in order to run. They use the built-in capabilities of node.js and they require/import in external things they want to add to the environment.
Are those objects in NodeJS binary?
Yes, they are in the executable.
Would that mean I have to fork the whole NodeJS repo to make this happen?
Yes.
Please, I don't want to use prototype editing etc which are same as require. I need to have native feeling.
"Native feeling"? This sounds like you haven't really bought into the node.js module architecture. It is different than many other environments. It's easy to get used to over time. IMO, it would really be better to go with the flow and architecture of the platform rather than make some custom version of node.js just to save one line of typing in your startup code.
And, the whole concept of adding a number of globals you can use anywhere pretty much shows that you haven't fully understood the design, architectural, code reuse and testability advantages of the module design baked into node.js. If you had, you wouldn't be trying to write a lot of code that can't be reused in other ways that you don't anticipate now.
That said, in searching through the node.js source code on Github, I found this source file node.js which is where lots of things are added to the node.js global object such as setTimeout(), clearTimeout(), setImmediate(), clearImmediate() and so on. So, that source file seems to be where node.js is setting up the global object. If you wanted to add your own things there, that's one place where it would be done.
To provide a sample of that code (you can see the link above for the complete code):
if (!config.noBrowserGlobals) {
// Override global console from the one provided by the VM
// to the one implemented by Node.js
// https://console.spec.whatwg.org/#console-namespace
exposeNamespace(global, 'console', createGlobalConsole(global.console));
const { URL, URLSearchParams } = require('internal/url');
// https://url.spec.whatwg.org/#url
exposeInterface(global, 'URL', URL);
// https://url.spec.whatwg.org/#urlsearchparams
exposeInterface(global, 'URLSearchParams', URLSearchParams);
const {
TextEncoder, TextDecoder
} = require('internal/encoding');
// https://encoding.spec.whatwg.org/#textencoder
exposeInterface(global, 'TextEncoder', TextEncoder);
// https://encoding.spec.whatwg.org/#textdecoder
exposeInterface(global, 'TextDecoder', TextDecoder);
// https://html.spec.whatwg.org/multipage/webappapis.html#windoworworkerglobalscope
const timers = require('timers');
defineOperation(global, 'clearInterval', timers.clearInterval);
defineOperation(global, 'clearTimeout', timers.clearTimeout);
defineOperation(global, 'setInterval', timers.setInterval);
defineOperation(global, 'setTimeout', timers.setTimeout);
defineOperation(global, 'queueMicrotask', queueMicrotask);
// Non-standard extensions:
defineOperation(global, 'clearImmediate', timers.clearImmediate);
defineOperation(global, 'setImmediate', timers.setImmediate);
}
This code is built into the node.js executable so the only way I know of to directly modify it (without hackish patching of the executable itself) would be to modify the file and then rebuild node.js for your platform into a custom build.
On a little more practical note, you can also use the -r module command line argument to tell node.js to run require(module) before starting your main script. So, you could make a different way of starting node.js from a shell file that always passes the -r fullPathToYourModule argument to node.js so it will always run your startup module that adds things to the global object.
Again, you'd be doing this just to save one line of typing in your startup file. It is really worth doing that?

How do the core modules in node.js work? (https://github.com/nodejs/node/blob/master/lib)

Does the node interpreter look for core modules (let's say "fs") within the node binary? If yes, are these modules packaged as js files. Are the core modules that are referenced within our code converted to c/c++ code first and then executed? For example, I see a method in the _tls_common.js (https://github.com/nodejs/node/blob/master/lib/_tls_common.js) file called "loadPKCS12" and the only place that I see this method being referenced/defined is within the "node_crypto.cc" file (https://github.com/nodejs/node/blob/master/src/node_crypto.cc). So how does node link a method in javascript with the one defined in the c/c++ file?
here is the extract from the _tls_common.js file that makes use of the "loadPKCS12" method:
if (passphrase) {
c.context.loadPKCS12(buf, toBuf(passphrase));
} else {
c.context.loadPKCS12(buf);
}
}
} else {
const buf = toBuf(options.pfx);
const passphrase = options.passphrase;
if (passphrase) {
c.context.loadPKCS12(buf, toBuf(passphrase));
} else {
c.context.loadPKCS12(buf);
There are two different (but seemingly related) questions asked here. The first one is: "How the core modules work?". Second one being "How does NodeJS let c++ code get referenced and executed in JavaScript?". Let's take them one by one.
How the core modules work?
The core modules are packaged with NodeJS binary. And, while they are packaged with the binary, they are not converted to c++ code before packaging. The internal modules are loaded into memory during bootstrap of the node process. When a program executes, lets say require('fs'), the require function simply returns the already loaded module from cache. The actual loading of the internal module obviously happens in c++ code.
How does NodeJS let c++ code get referenced in JS?
This ability comes partly from V8 engine which exposes the ability to create and manage JS constructs in C++, and partly from NodeJS / LibUV which create a wrapper on top of V8 to provide the execution environment. The documentation about such node modules can be accessed here. As the documentation states, these c++ modules can be used in JS file by requiring them, like any other ordinary JS module.
Your example for use of c++ function in JS (loadPKCS12), however, is more special case of internal c++ functionality of NodeJS. loadPKCS12 is called on a object of SecureContext imported from crypto c++ module. If you follow the link to SecureContext import in _tls_common.js above, you will see that the crypto is not loaded using require(), instead a special (global) method internalBinding is used to obtain the reference. At the last line in node_crypto.cc file, initializer for internal module crypto is registered. Following the chain of initialization, node::crypto::Initialize calls node::crypto::SecureContext::Initialize which creates a function template, assigns the appropriate prototype methods and exports it on target. Eventually these exported functionalities from C++ world are imported and used in JS-World using internalBinding.

Media Foundation IMFMediaSource::CreatePresentationDescriptor invocation never ends

I'm triying to use Media Foundation to play mp3 file and I have a problem getting PresentationDesctiptor using CreatePresentationDescriptor method
What am I doing:
Start MF using MFStartup
Create session using MFCreateMediaSession
Create SourceResolver using MFCreateSourceResolver
Create MediaSource using CreateObjectFromURL from SourceResolver
Create topology using MFCreateTopology
Trying to create PresentationDescriptor using CreatePresentationDescriptor from MediaSource
When I call CreatePresentationDescriptor no error/exception occurs it just stands there and does nothing. When I pause Visual Strudio it indicates that program is still waiting for method to finish. What am I doing wrong ?
I did not metion that I use C# for this (did not think this was relevant)
The problem was that when importing com interfaces in C# you need to import all methods of interface not only those that are called. Some methods can call not imported methods and cause Access Violation that is not reported to Visual Strudio debugger and as a result it seems like method is never finished invokink.

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