Since wkhtmltopdf is not using up-to-date version of webkit, I tried to search for another option.
I have found slimer which is a headless browser based on Gecko, and it gives pretty good result but is not really headless and the project is a bit immature.
One option that I want to try is using Chromium Embedded Framework to render pdf. I read the sources and find out it can run headless, and since it's using blink, the result are pretty good and can use recent html/css/javascript features.
One drawback is the size. After compiling I got a libcef.so file of 92mo.
So my question is: Is there a way to lighten in size compiled binary of CEF for pdf generation ?
(Except from manually removing all non desired part from source code... Which would be quite long and painfull...)
Related
I'm trying to use turbo-flask in my python flask application. It tries to download turbo.js but failes because I'm not working with an internet connection.
I thought about inserting the js file directly into my project but couldnt find it anywhere.
Is it possible to use it offline?
Short answer: YES.
You can install Turbo as instructed in Turbo Handbook
But that's without turbo-flask package, which uses CDN version as default.
But it seems like you can do (for example) this:
{{ turbo(url=url_for('static', filename='js/turbo.js')) }}
and then your app uses this downloaded js.
That's if you just download current version of turbo js by hand.
If you are using other ways (such as npm), then your file will be somewhere else and you need to edit code accordingly.
I am a new user of macintosh and uses OS X 10.9.4 Mavericks. I have recently installed Xcode and I have downloaded SDL2. This is where the problems started.
When I tried to compile some code that uses SDL2, I got a Xcode crash. The crash was expected behaviors since the reason was an invalid code signature in SDL2.
So I googled this and 2 solutions came up in this link. The first solution recommended that I downloaded the source code for SDL2 and recompiled it. The second solution was to update the code signature as
codesign -f -s - ~/Library/Frameworks/SDL2.framework/SDL2
The second solution seems to be the preferred one since the first solution probably does this in the end anyway. However, I am not completely familiar with code signatures since I come from a windows environment (where these things are hidden for the most) and also since all programming I have done have been for internal use only. So this is the long introduction and my questions are then:
Where is the code signature located (inside the frameworks or somewhere else in the computer)?
What can happen if I update the code signature? Especially can this cause any trouble in the future and even if SDL2.framework is uninstalled?
BR Patrik
You are not required to code sign a framework you build and install yourself (this is what I do for SDL 2). When Frameworks are codesigned the signature can be found in the "Versions" subdirectory of the Framework bundle. there will be the usual _CodeSignature directory for each signed "version", just as there is for an "app" bundle.
resigning the framework wont affect anything in your system. when you update the SDL2 framework to a version that doesnt have this problem your changes will be "undone".
My system is Win 8.1 64-bit and using VS2013 Express. I can verify my video cards support the latest OpenGL and OpenCL. I used the latest code and media files from authors github and site: https://github.com/openglsuperbible/sb6code and http://www.openglsuperbible.com/example-code/ respectively.
I am able to make debug and release builds of the project(s) successfully but cannot correctly run it either via debug mode or the .exe in the bin folder. A white window will show up and then exit. I was able to step through and found that glfwOpenWindow will return false causing the exit but I cannot step further and see why it is returning so. I found some solutions that suggested changing
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
to
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, 0);
but this does not change my results. I can verify also that major version is 4 and minor is 3 for the book code. I have found a few other people having the same problem but no resolution. Another possible solution (but to a different problem it seems) was changing the project subsystem to Console from Windows but this throws an error regarding main and so it may not be what I'm looking for.
For reference, this book is using glfw version 2.7.6 when (currently) the latest is 3.0.4. I tried swapping this too but it understandably blew up due to all of the changes.
Any further ideas would be great and very helpful!
I have discovered that while my GPU does support the latest OpenGL, my computer was instead using the integrated Intel HD 4600! By switching my computer to use the dedicated GPU by default, I am able to run the latest OpenGL.
If it successfully compiled, then please do following:
Ensure that you do have the latest graphic card drivers installed (eg. if you have nVIDIA card, go to www.nvidia.com and get newest drivers).
Ensure that files which these examples are trying to load (I guess jpg/tga/png files, maybe some obj/fbx/3ds files for geometry, whatever else these examples need) are present at expected path (relative path to exe).
Run it as a debug, place breakpoints in app initialization, see that OpenGL is initialized correctly and that required files are loaded. I think you will find that required files are not in expected path(s).
P.S.
I think the best practice for learning OpenGL is not to rely on some library to open window and initalize OpenGL for you - it's better you learn it all step by step - how to open an application window, how to initialize gl render context associated with device context etc. You'd also avoid things like this when you don't know where the problem could be.
This is my first question after leeching over here for some time.. So spare me.
I need to apply the iZotope Vinyl VST effect to some audio files via CLI or C++ (so language doesn't really matter), it has to work on a Mac or on a Unix based system. I've researched all over the webs and can't find any working solution.
I've tried using MissWatson, a command line utility, this works but my result audio files are silent...
./MissWatson -plugin=Vinyl -input-file="/Users/Sjaq/Desktop/test.wav" -output-file="/Users/Sjaq/Downloads/MissWatson-v1.0-mac/res.wav" -parameter=1:0.6,2:0.6,11:0.4
Then I tried using the Steinberg VST SDK by creating a host application, starting from the vstvalidator provided by the SDK. But when I try to load the VST I get this error:
2010-12-01 16:57:40.774 vstvalidator[4654:903] Error loading /Library/Audio/Plug-Ins/VST/Vinyl.vst/Contents/MacOS/Vinyl: dlopen(/Library/Audio/Plug-Ins/VST/Vinyl.vst/Contents/MacOS/Vinyl, 262): no suitable image found. Did find:
/Library/Audio/Plug-Ins/VST/Vinyl.vst/Contents/MacOS/Vinyl: no matching architecture in universal wrapper
And I don't know what to do. I'm pretty new to C++ and and made a few apps without any issues, but this time I've hit a dead end.
I've read about pyvst but it seems to need a DLL for the VST so that didn't work either.
I'm the author of MissWatson, and as you probably noticed on the webpage, I unfortunately was required to close-source the code, so I can't really ask you for more diagnostic information, since I wouldn't be able to patch MissWatson if it's a bug there. However, I would recommend running MissWatson with the -verbose switch and perhaps logging that output to file if that floods your terminal. You might find something in that output which helps you to diagnose the problem.
Anyways, as for the error in your VST host, I have a feeling that you are compiling your app as a 64-bit executable and trying to load a 32-bit plugin. Since hardly any VST/AU plugins (and also sequencers, for that matter) have made the leap to 64-bit, you'd be better off just compiling your app as a 32-bit x86 binary.
By default, the "debug" configuration in Xcode only builds your app for the native architecture of your machine to save time during compilation. I would advise that you disable this feature in your project's build settings and always build with the architectures you plan to ship with. This will prevent weird cross-architecture types of errors like the one you saw above.
Edit: I have since started a new command-line VST host to replace MissWatson which is called MrsWatson. You should try using this tool instead.
Perhaps you can port the source code of this open source vst host to match your platforms?
http://www.hermannseib.com/english/vsthost.htm
Scroll down to the bottom of the page.
Hope it helps.
I created application which uses wxWidgets library using visual studio 2008. Now I would like to create version which may be run on other machine.
Because right now when I want to run It on another machine there is an error:
the application failed to start because its side-by-side configuration is incorrect.
What can I do to make It work ?
The Event Viewer should have a record showing what DLL was being searched for, what version of that DLL if found in the SxS cache, and what version it was looking for but couldn't find. You'll then want to (for example) include the correct version of that DLL to be installed with your program. Alternatively, just link to virtually everything statically -- it'll make your executable a lot bigger, but eliminate a lot of problems like this relatively painlessly.