I'm running CF9 and just learned that CF9's CFIMAGE tag does not support ICC Profiles, which makes the "capability" pretty worthless on the Mac, which adds ICC Profiles to all screen grabs.
Has anyone else run into this. Is there a work around or solution to support ICC profiles? Telling the users images w/o ICC profiles are supported is going to leave many scratching their heads.
I'm not entirely sure what you're trying to accomplish, but you might find what you need with
CFX_IMAGE / CFX_OPENIMAGE .. They're a free alternatives to cfimage, and they use ImageMagick / GraphicsMagick which support ICC. Failing that, you could always write your own tag in Java, as it's image libraries support ICC.
Related
I'm using the default Xcode these days to do all of my coding, but Im interested in finding something to help with code refactoring. I have a bunch of older projects I want to clean up. Besides variable renaming, Xcode is lacking here.
1) I'm interested in the general consensus for the best option for a Mac user.
2) Now that Xcode 8 has been released with editor extensions, does anyone expect to see anyone develop any refactoring tools? Or is that sort of functionality past what editor extensions are allowed to do? I'm having a hard time finding any editor extensions that may have been developed so far.
I'm really looking to find something with function extraction. I've seen a few other threads like this, but I'm interested in an updated version along with any comments on the capabilities of Xcode 8's editor extensions. Thanks for any suggestions.
So, I have this on again/off again relationship with D. I'm back at it again, on a new machine. First things first, setting the toolchain.
I think I'll go again with Eclipse + DDT, but last encounter didn't go that well and I may use some guidance before I install stuffs ...
First, for some reasons I'd like to stay on Linux, but I may as well move to Windows. Do you guys have an articulated opinion as to which OS is more suitable for D development ?
Second, I am not (yet) a hard-core coder, so the more integrated the development environment, the better. Is the current version of Eclipse + DDT really usable ? What about Code::Blocks ? Anything else ?
Third, debugging. I'd really appreciate a debugger that enables step-by-step through source code, that sort of niceties ... I understand GDB works nice, but would there be something more user-friendly ?
Thxxxxx
Try monodevelop with mono-d. It works ok for me. Autocompletion is almost perfect, speed is very good and debugging works too. DDT works OK too, but autocompletion is not so perfect.
I would also suggest MonoDevelop with Mono-D plugin installed.
No matter how I love Mono-D, every now and then I have a problem with MonoDevelop (Xamarin Studio). - Not because of Mono-D, but because Xamarin constantly breaks the API it seems...
DDT is a very good alternative.
Before these two, I used Code::Blocks which had pretty nice D integration. I did not check the state of it lately.
Finally, you always have VisualD as a very good option if you are a Windows user. In fact, if you use Windows, this is your best option, in my humble opinion.
+1 for Mono-D. Although the debugger is not that good, and using it with an AMD card with factory drivers may result in missing editor tab captions. Installing unstable versions help, but it may break other things like refactoring with 5.3. But it's mutch better than Eclipse by my opinion, and handles GDC and LDC toolchains flawlessly.
Cocos2d-iphone uses the -hd extension for Retina images (and other assets). The cocos2d Retina guide speaks only vaguely of "some incompatibilities" regarding #2x:
Apple uses the ”#2x” suffix, but cocos2d doesn't use that extension
because of some incompatibilities. Instead, cocos2d has its own
suffix: ”-hd”.
WARNING: It is NOT recommend to use the ”#2x” suffix. Apple treats
those images in a special way which might cause bugs in your cocos2d
application.
Great. I feel well informed.
Through a 2-year old bug report regarding #2x I got the link to a forum thread that supposedly explains the issues with #2x. However, it does not. The only hints I found in there is that there are iOS (4.0/4.1) bugs regarding #2x which I suppose are no longer relevant. It's possible that I might have missed some crucial aspect (there was some talk about caching or repeat loading issues) - the thread is very long after all.
I'd like to know what specific issues might a cocos2d developer encounter if (s)he is using the #2x suffix for images instead of -hd?
Please give concrete examples of things that might go or actually will be wrong.
This seems to be the main reason from this link: http://www.cocos2d-iphone.org/forum/topic/12026
Specifically this post by riq:
I don't know if initWithContentsOfFile was fixed, but in 4.0 it was broken and it wasn't working with #2x, ~iphone extensions.
imageNamed caches all the loaded files so it consumes much more memory than initWithContentsOfFile
Also the #2x extension does something (I don't know exactly what) but it doesn't work OK with cocos2d.
Another good point: Back when the iPhone 4 was just released with the retina display, I am sure some users of Cocos2D were using an older version of it so when the user was using the retina display on a version of Cocos2D that didn't support it, things were twice as large as they should've been. Again this is now fixed to most unless you are using a VERY early version of Cocos2D.
Overview, so it seems that the main issue was with initWithContentsOfFile from iOS 4 but they have fixed this since because I use that exact API with Cocos2D 2.0-rc2 in my app and I do not have any issues whatsoever. I use all Apple specified extensions for images and everything works jolly good! :)
It seems as if this has a historic background.
What makes using -hd graphics still worthwhile is that loading them doesn't rely on Apple functionality but is rather done in framework code. So -hd can be loaded for iPads in iPhone Simulator mode and make use of the higher resolution pictures in 2x mode.
Other than that I couldn't find any more reasons to not use #2x when I was looking into this a week ago.
In case you want all the details it is probably best to drop riq an email.
Well I was curious about this and searched for a while but couldn't find anything really, but maybe someone there got an answer...
I would like to compile code ON my windows mobile 6, and also probably be able to run it aftewards (note that I'm saying ON not FOR). Does something like that even exist?
I mean, 600 MHz CPU on my TOPAZ could handle this task already so maybe some fanatic developed it. I'd be glad if it could even compile some visual code (I think there isn't way to display command line on WM), but I got DOS emulator so it could handle also pretty basic code.
And just BTW if there would be(or not) something for Windows Mobile what about other devices? Something based on JAVA probably. I could emulate that maybe, but native would be prefered.
EDIT:
Well and something just came to my mind reading comments. If I am able to run something under DOS is there any reasonable compiler working in DOS? Something like old command line compiler would maybe do the trick...
And yes the reason for this. Well I'm not much into scripting languages, so this is just a try before I'll got to learn them anyway, but it would be great to create some simple and bruteforce solving programs on-air, and possibly much more use to it.
Thanks ;)
Please have a look at PowerGCC - port GCC to PocketPC platform. It's pretty complicated "quest" to install it.
http://www.mpcclub.com/wiki/index.php/CPrograms#Install_a_C_environment_on_PocketPC_.28compiler_etc..29
cke - IDE for mobile platform
http://www.animaniak.com/cke/cke_main.asp
Many, if not all, of my old VC++ 6.0 MFC apps don't work in Vista and Server 2008. I had that migration was a problem, but now it's my problem :(
How do I go about making these things work? Is that possible? I've searched, but is there some repository of knowledge on this subject?
edit:
Compatibility mode seems to work.
There should be specific reasons why they don't work, and of course, what exactly does not work. Maybe you should break each issue into a separate question (maybe here at SO) and tell us exactly what kind of problems you have when you try to run them, and what is the code that makes those errors show up.
Without the details, it's too vague. There is no magic you can apply to make applications simply work just like that.
There's a document available here that explains how to develop UAC compliant applications.
Without recompiling, have you tried setting the compatibility mode on the program to Windows 98 or ME?