How to disable Chrome data saver in crosswalk webview? - crosswalk-runtime

How do I disable Chrome's "data saver" in crosswalk webview?
During development of cordova/ionic app it is massively interfering because it prevents live-reload-injected CSS after about 20-30 seconds.

Related

Shiny app is disconnecting after 20 seconds on iPhone but not on onePlus

I have made a shiny app that is deployed in shinyapps.io: https://hibashaban.shinyapps.io/muddakir/, I have noticed that the app disconnects from the server when I access it on my iphone (whether on chrome or safari) and leave the browser app for about 20 seconds. I have not been able to reproduce this problem in the chrome app on a onePlus phone so it seems to be an iOS or iPhone specific problem.
Is there anyway I can have it not disconnect from the server so quickly? Any ideas appreciated because I've run out of them. I have looked at timeout times on shinyapps.io/admin/#/applications/all but nothing seems to solve this specific problem.
I also tried deploying the app on an AWS instance using a shiny server. Same problem.
I've also tested this using another app I did not write and it did the same thing, so it's not a problem specific to my web app: https://jvadams.shinyapps.io/Testing/
this is what I got after 20 secs of leaving the chrome app..this is a problem because I know most of the users of my app will be using it on the phone, and lots of them have iPhones, I can't have them losing the progress just after a few seconds of leaving the browser app.

Sharing cookies between background page and Safari in new-way extensions

Trying to update my old-styled Safari extension with background HTML page according to native app extension. The extension should perform HTTP requests in a background mode, and the earlier version used the same cookies that Safari did. But after migrating to native code, NSURLSessionDataTask can't access cookies that Safari has anymore.
Can anyone suggest how can I manage this case? Unfortunately, I can't pass cookies via messages to 'native' code (they are httponly).

Ionic app startup time

Just getting into this ionic framework. build an simple app with just a tab and menu, deploy to android phone. it seems like it takes a good 3 seconds to load. the black screen last for 3 seconds then the app shows. I also try the ionicview app from ionic. similar experience. my question is, is it just something I missed or it's just one of the draw back of this kind of hybrid app? it make sense that the webview need to load and parse the js and html then render the UI.
Crosswalk provides a bundled Chrome Webview with the app, resulting in better performance and predictability. It helps a lot on older Androids and also speeds up the newer phones.

Which Platform of Unity is best for Facebook Canvas App

I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.

Like Button issues using iPad/Kiosk software integration

I have created a web page based on the log-in (facebook) specs that works correctly through IE, Safari, Mozilla. I'm trying to set-up an ipad running a Kiosk software program. The link that I have works correctly, but when it comes to the sign-in on facebook it stalls via iPad/Kiosk software. I contacted the software support team with Kiosk, and this is what was said
"It looks like the problem is caused by Kiosk Pro's inability to open more than one window; this is a result of having to use Apple's UI Web View browser as the base browser of Kiosk Pro and is not something we can change. Opening your page in Safari or a desktop browser the Facebook page opens as a separate pop-up over top of your page, which remains open even after the Facebook page closes. In Kiosk Pro, since there is no way to open another window, the Facebook link is navigated to inside the main window and there is no way for the user to get back to your main page (short of hitting the home button or idle timing out) once they have finished the facebook process. Unfortunately, this is a structural issue that I don't have any easy solutions for."
Is there any work around, etc. that anyone can guide me to resolve this issue. What I'm trying to do, it use an ipad as a kiosk to allow people to "like" my store as they visit. However, I'm using the Kiosk software to prevent the user from accessing any further info, web browsing, etc.
Any help would be greatly appreciated, thanks