basically every SO thread concerning Windows Shell Extensions (to e.g. display overlay icons or extend the explorer context menu for specific files) heavily advises against using managed code for this purpose.
I perfectly understand the reasoning given at
http://blogs.msdn.com/b/oldnewthing/archive/2006/12/18/1317290.aspx
My question is if these words of caution still hold truth when operating within CLR4.0 environments.
As far as I understood http://channel9.msdn.com/Shows/Going+Deep/CLR-4-Side-by-Side-In-Process-What-How-Why loading managed code relying on different CLR versions into the same process (in this case explorer.exe) is handled more gracefully in CLR4.0.
Thank you a lot for your insight here.
Related
I would like to interact with an opened qt window (wrote in c++) using code. The code would act like a user and will be completely independent of the code of the qt window. Something like web scraping but with qt (which is much more complicated).The first thing I’m attempting to do is to mimic a click on a push button.
My first intuition was to add some c++ code to the existing code at runtime and execute something like « pushButton.click(); ». After some few searches I tried to use dynamic shared library. The library would implement the code of the button I want to click on, and would be dynamically added to the existing c++ code. This solution could work but seems to be very complicate and not portable. Furthermore I would like the solution to be very independent of the window code.
Of course the qt code of the window will be accessible from the scraping code side.
Are some other solutions more practical ?
EDIT:
GammaRay seems to work fine. I manage to perform a click on a pushButton using the GUI. However, GammaRay doesn't seem to provide a command line interface form. As we can read in the official documentation:
The GammaRay client is available in two forms:
as a standalone application as depicted in the following screenshot
as Qt Creator plugin (for Qt Automotive Suite only)
Is there any possibility to perform a click using GammaRay and without GUI? Are some other solutions work using code only?
The purpose of GammaRay is introspection and not automation. I recommend to use Squish (https://www.froglogic.com/de/squish/editions/qt-gui-test-automation/), depending on the required licenses the price is not so high.
If you don't want to spent the money, then you have to create your own IPC Interface with Remote Commands.
The problem
I would like to use c++ to create an application that uses the new macbook pro touch bar. However I am not able to find any really good resources. And apple does not have any docs on using c++ to program the touch bar.
What I have done
I found this article on c++ and the touch bar, However I cannot find either of the header files for the script GLFW/glfw3.h and GLFW/glfw3native.h. These both seem critical to the script working.
More on the issue
Even if the above article's script works, there are no official docs for programing the touch bar with c++ (That I know of). I think that this is an important thing to have given the fact that many, if not most applications are written in c/c++.
Thank you in advance for the help!
So the article that you link to basically does not need the GLFW/glfw3.h and GLFW/glfw3native.h files if you are not using GLFW.
What UI framework are you using for your C++ app?
Unless it is still using Carbon, at the lowest level, the framework will be creating NSWindows to actually have windows in the UI. You need to get access to the NSWindow that your framework is using to host it the UI. If it is still using Carbon, I think you are probably not going to be able to accomplish this.
If the framework provides some mechanism to get the native platform window (which will be an NSWindow), you would replace the author's call to glfwGetCocoaWindow(window); with the correct call from your framework.
If the framework does not provide access to the NSWindow, then you will need to use the code that is commented out at the bottom of the article to attach your touchbar to the windows in your app.
Please note that all that code is Obj-C code; you'll need to have at least one .m or .mm file in your project to provide that Obj-C glue code to get access to the touchbar. Basically that code is a C-calleable wrapper around the Cocoa API.
Also note that you'll need to expand the list of buttons and actions for all the different things you want to put in the touchbar. You could add your own wrapping API so that the construction of the toolbar is done from C++ and registers actions that call-back into your C++ app to handle the events.
Fundamentally though, the touchbar is not available on any other platform, so there is no great benefit to trying to avoid writing Obj-C to implement your touchbar as that code will only run on macOS anyway. If you use .mm files to implement Obj-C++ for this code, you can still call into your C++ objects from your touchbar code.
I'm actually in charge of a FIP networking c++ application, working for the first time with Embarcadero C++ Builder XE5.
The app is nearly finished, but I can't find how to implement the last feature...
I wanted to open an external Windows HyperTerminal in order to see what happen on a given COM port, for this purpose I'm using ShellExecute() to launch it from my application but it's a bit ugly since there is 2 different windows.
I was wondering if it was possible to integrate this newly opened HyperTerminal into an existing form (Panel for instance). I couldn't find nothing related excepted this =>
Delphi style, but i don't understand a byte of #mghie answer since it's delphi.
If anyone have a clue I'm really interested, even the most basic clue!
For almost all of my projects where COM port interaction is needed I use AsyncPro. The project is very well documented with a ~1000 page reference manual.
Reference Manual
Developer's Guide
For this case, the package provides a VCL terminal that simply drops onto a form. It's quite flexible with a lot of options to configure its behaviour.
I wanted something similar in past but with no success.
1.The only thing I was able to do is the exact opposite.
dock my VCL window inside another (not VCL app) but that solved my problems
If you terminal is console window then I doubt even this can be done.
anyway find handle of desired window
find handle to a dockable subcomponent
set the parent of your subwindow to it / or use manual dock
2.maybe you can do some funny stuff
like hide terminal somewhere
and continuoslly copy its graphics to your window
newer done that hide thing
but copy the contents is doable (although on windows a little unstable sometimes)
done it once to feed my App with IR-camera feed from different App
while 'focus' stays on hidden terminal it should work
also you can try to post messages to it somehow if you need the focus ...
Sorry for a vague answer but at least you see some approaches of mine
maybe someone has a better way to do this
What I am trying to do is create an exe (not .hta) that can be programmed to open a local html file and have it work just like it was in IE (handle styles, scripts and etc), only without actually loading IE. The exe must also be run without installation requirements, and no dependencies (other than recent IE obviously), needed on the host machine.
The purpose is to create an interactive e-book type document, that can be edited without recompile, and also be run from cd/usb on the fly.
I can't just open IE, because it will look unprofessional with the big E, the toolbar and tabs all at the top. know what I mean?
I have experience with HTA, and this was my first suggestion, however I would like to take advantage of the auto run from cd, and also to make the form border a little different, less plain.
I also have experience in VB. Which I could accomplish the look and functionality, however those vbruntimes are not installed on some machines :(
Is it possible to use the IE webBrowser control from c++ or even assembly?
Thanks in advance!
It appears, Lucian Wischik's Webform can be a good starting point to meet your minimalistic project requirements. Alternatively, you could host WebBrowser ActiveX control directly using ATL AxHost. ATL can be linked statically and adds a very low size overhead to the final EXE. Here is a sample project of WebBrowser host app which only depends on ATL.
Yes, you can use the browser component from C++.
C++ however will again need runtime libraries, similar to VB. The good news is, you can statically link those runtime libraries with the executable.
You will not be able to statically link the browser component with your executable, but that wont be an issue unless you try to support ancient Windows versions (pre NT 4.0). For all more recent Windows versions, you can pretty much assume that this component is available.
For more details on that component, you may refer to the CHtmlView class reference - that is the MFC wrapped version of that WebBrowser activeX component.
Using that component from assembler certainly is possible as well, but unless you are deeeeeeep into system programming on the windows platform, you will fail.
How do you debug lua code embedded in a c++ application?
From what I gather, either I need to buy a special IDE and link in their special lua runtime (ugh). Or I need to build a debug console in to the game engine, using the lua debug API calls.
I am leaning toward writing my own debug console, but it seems like a lot of work. Time that I could better spend polishing the other portions of the game.
There are several tools floating around that can do at least parts of what you want. I have seen references to a VS plugin, there is a SciTE debugger extension in Lua for Windows, and there is the Kepler project's RemDebug, as well as their LuaEclipse.
RemDebug may be on the track of what you need, as it was built to allow for debugging CGI scripts written in Lua. It does require access to the LuaSocket module to provide a communications channel between the target script and a controller as well as a couple of other modules.
A bigger issue might be the ability to load arbitrary modules from within whatever sandbox the game engine has put around your scripts. If you have some control over the engine, then that won't be as big an issue.
This isn't currently possible for developers of Adobe Lightroom plugins, for example, because Lightroom does not expose require inside the plugin's sandbox.
A surprise to me has been how rarely I have felt a need for a debugger when working with Lua. I've built several small applications in it for various projects and have been surprised at how well a combination of complete stack backtraces and the occasional print call works to locate the bugs that require "strict" didn't prevent in the first place.
How about Decoda?? there is a video that explains how to use it, and it works pretty darn well for embedded lua source. (i am a happy customer). and it's pretty cheap.
You don't need to write your own console as you may want to start with one of the existing ones. RemDebug has already been suggested; I have been developing MobDebug, which is a debugger based on RemDebug, but with a host of new features and bug fixes. The detailed list of the changes is in the README.
Enabling debugging in your script may be as simple as adding require('mobdebug').start() (if you are running your app and the debugger server on the same machine). This should try to connect to the debugger listening on a default port on localhost. You can use a command-line interface included in MobDebug, or you can use a ZeroBrane Studio, which is a Lua IDE that integrates with MobDebug to provide debugging capabilities. The IDE supports debugging for Love2d, Moai, and other Lua engines and may well work for your set up too.
You can use my debugger: GRLD (graphical remote lua debugger). Like RemDebug it uses a socket connection, but unlike RemDebug it has a nice graphical interface. The source code is provided, so you can make it work on any platform. It works with the standard lua runtime. Free of charge for non-commercial use.
EDIT: sorry, I had to close the website, so the software is not available for download anymore. I might release it as open source software later, if I ever find the time.
EDIT 2: link updated, now hosted in github under the MIT license (open source)
I don't see how calling DebuggerBreak should work, since that is .NET specific. I would assume that only works with the forked Lua targeting the CLR.
If you are using standard Lua you have some rudementary debugging facilities through the lua function call debug.debug(). That will throw Lua into your console, so if you are running lua from a console, you should be able issue lua commands interactively to inspect your current state. debug.debug() wont put you into the current stack frame, so you have to use debug.getlocal() to read the values of your variables.
I haven't tried it myself yet, but I actually don't think making your own workable debug console is that much work. Remember Lua is not as complicated language as C++, so doing this is a lot easier than making a real C++ debugger like say gdb.
I think there are a lot of people who have done similar things already, whos code you could look at. Here is CLI debugger written in only lua. Just one lua file. Shouldn't be to hard use and modify for your needs.
If you are using windows and VS - Can you use the trick we use?
Copy the lua code in a file. Then in the lua code make a call to the Debugger api (in C++ this is DebuggerBreak() I think - see here). then when the lua code executes the debugger will fire up and you should be able to specify the file. Then debug as normal?