Using console.log() in Electron app - electron

How can I log data or messages to the console in my Electron app?
This really basic hello world opens the dev tools by default, by I am unable to use console.log('hi'). Is there an alternative for Electron?
main.js
var app = require('app');
var BrowserWindow = require('browser-window');
require('crash-reporter').start();
var mainWindow = null;
app.on('window-all-closed', function() {
// Mac OS X - close is done explicitly with Cmd + Q, not just closing windows
if (process.platform != 'darwin') {
app.quit();
}
});
app.on('ready', function(){
mainWindow = new BrowserWindow({ width: 800, height: 600});
mainWindow.loadUrl('file://' + __dirname + '/index.html');
mainWindow.openDevTools();
mainWindow.on('closed', function(){
mainWindow = null;
});
});

console.log works, but where it logs to depends on whether you call it from the main process or the renderer process.
If you call it from the renderer process (i.e. JavaScript that is included from your index.html file) it will be logged to the dev tools window.
If you call it from the main process (i.e. in main.js) it will work the same way as it does in Node - it will log to the terminal window. If you're starting your Electron process from the Terminal using electron . you can see your console.log calls from the main process there.

You can also add an environment variable in windows:
ELECTRON_ENABLE_LOGGING=1
This will output console messages to your terminal.

There is another way of logging to the console from inside the renderer process. Given this is Electron, you can access Node's native modules. This includes the console module.
var nodeConsole = require('console');
var myConsole = new nodeConsole.Console(process.stdout, process.stderr);
myConsole.log('Hello World!');
When this code is run from inside the renderer process, you will get Hello World! in the terminal you ran Electron from.
See https://nodejs.org/api/console.html for further documentation on the console module.

Yet another possibility is accessing the main process console using remote.getGlobal(name):
const con = require('electron').remote.getGlobal('console')
con.log('This will be output to the main process console.')

Adding to M. Damian's answer, here's how I set it up so I could access the main process's console from any renderer.
In your main app, add:
const electron = require('electron');
const app = electron.app;
const console = require('console');
...
app.console = new console.Console(process.stdout, process.stderr);
In any renderer, you can add:
const remote = require('electron').remote;
const app = remote.app;
...
app.console.log('This will output to the main process console.');

process.stdout.write('your output to command prompt console or node js ')

You can use the npm package electron-log https://www.npmjs.com/package/electron-log
It will log your error, warn, info, verbose, debug, silly outputs in your native os log.
var log = require('electron-log');
log.info('Hello, log');
log.error('Damn it, an error');

Sorry to raise an old thread but this is the top result for "how to output console.log to terminal" (or similar searches.
For anyone looking to gain a bit more control over what is output to the terminal you can use webContents.on('console-message') like so:
mainWindow.webContents.on('console-message', (event, level, message, line, sourceId) => {
console.log(message + " " +sourceId+" ("+line+")");
});
See:
webContents Documentation
webContents entry on BrowserWindow docs

This is a follow up to cscsandy5's answer for some addition information, info from here
process.stdout.write('your output to command prompt console or node js ')
This code works great for just outputting a simple debug message to the terminal window you launched the electron app from and is is what console.log is build on top of.
Here is an example snippet (based on tutorialspoint electon tutorial) of a jQuery script that will write hello to the terminal every time the button is pressed (warning: you need to add your own line breaks in the output strings!)
let $ = require('jquery')
var clicks = 0;
$(function() {
$('#countbtn').click(function() {
//output hello <<<<<<<<<<<<<<<<<<<<<<<
process.stdout.write('hello')
$('#click-counter').text(++clicks);
});
$('#click-counter').text(clicks);
});

This is what I use:
let mainWindow // main window reference, you should assign it below 'mainWindow = new BrowserWindow'
function log(...data) {
mainWindow.webContents.executeJavaScript("console.log('%cFROM MAIN', 'color: #800', '" + data + "');");
}
Example use (same as console.log):
log('Error', { msg: 'a common log message' })
log('hello')
Source: https://github.com/fuse-box/fuse-box-electron-seed/tree/master/src/main in the logger.js file, here you can see a real use case.

After some investigation, here my understanding:
Code
(1) main.js
const createPyProc = () => {
console.log('In createPyProc')
...
console.log('scriptStart=%s', scriptStart)
...
console.log('scriptOther=%s', scriptOther)
...
}
...
let mainWindow = null
const createWindow = () => {
mainWindow = new BrowserWindow(
{
width: 1024,
height: 768,
webPreferences: {
nodeIntegration: true,
}
}
)
mainWindow.loadURL(require('url').format({
pathname: path.join(__dirname, 'index.html'),
protocol: 'file:',
slashes: true
}))
mainWindow.webContents.openDevTools()
mainWindow.on('closed', () => {
mainWindow = null
})
}
...
Note: which use openDevTools to opened Electron Dev Tools
(2) render.js
const zerorpc = require("zerorpc")
...
console.log("clientStart %d server is ready", PORT_START)
...
})
(3) render.js is called by: index.html
<!DOCTYPE html>
<html>
...
<script>
require('./renderer.js')
</script>
</html>
console.log
Output Logic
two process and its console.log output:
main process = NodeJS process = here Electron UI process
-> console.log in main.js will output log to here
render process
-> console.log in render.js will output log to here
Screenshot Example
DEBUG=Development mode
run ./node_modules/.bin/electron .
Production=Release mode = the xxx.app pacakged by eletron-builder
run /path_to_your_packaged_mac_app/xxx.app/Contents/MacOS/yourBinaryExecutable
added export ELECTRON_ENABLE_LOGGING=true, render.js console.log ALSO output to main process terminal

console.log() will work fine for debugging. As the electron is built on top of browser, it has DevTools support you can use devtools for debugging purpose. However, there is a hysterical behaviour of console.log() method. When you call the console.log() from main process of electron app, it will output to the terminal window from where you just launched the app and when you call it from renderer process it will output to the DevTools console.

Everything Alex Warren wrote is true. Important here is how Electron is started. If you use the standard script in the package.json file it will not work. To make console.log() work replace the old script with this new one.
Old one:
"scripts": {
"start": "electron ."
}
New one:
"scripts": {
"start": ".\\node_modules\\electron\\dist\\electron.exe ."
}
Now all console.log() calls are displayed in the terminal as well.

With this You can use developer tools of main Browser window to see logs
function logEverywhere(s) {
if (_debug === true) {
console.log(s);
// mainWindow is main browser window of your app
if (mainWindow && mainWindow.webContents) {
mainWindow.webContents.executeJavaScript(`console.log("${s}")`);
}
}
}
Example logEverywhere('test')
will output // test in console panel of main browser window's developer tools
You may need enhance this method to accept multiple args (You can done it with spread operator by es6)

Well, this is 2019 and I cant believe no one mentioned this trick in all the answers above.
Ok, so, how about logging directly to the browser console directly from the main?
I provided my answer here: https://stackoverflow.com/a/58913251/8764808
Take a look.

A project I'm working on was using electron-react-boilerplate. That has electron-devtools-installer#2.4.4, which somehow via cross-unzip causes a process to crash with Error: Exited with code 9 .
Upgrading to electron-devtools-installer#3.1.1, as proposed in electron-react-boilerplate#v2.0.0 resolved it so my console.log, console.error, etc statements worked as expected.

for log purpose, i would recommend you to use the electron-log package

Related

Electron: remove beforeunload event listeners

I have an electron-application that is used to show webpages which I have no control over.
The app is used so a different page can be shown every few seconds.
One of the pages shown attaches an 'beforeunload' listener like so
window.addEventListener('beforeunload', function(event) {
event.returnValue="test";
});
This causes electron to fail when loading a new url, so the switching does not work anymore.
This is a known issue: https://github.com/electron/electron/issues/9966
Even worse, is also prevents the whole application from being closed.
Is there anything that can be done from the main process that removes/disables the beforeunload listener, so the switching works again?
To test this, I have a fiddle that shows this behavior:
https://gist.github.com/9a8acc3bf5dface09d46aae36807f6f9
You can simply prevent this event:
const { BrowserWindow, dialog } = require('electron')
const win = new BrowserWindow({ width: 800, height: 600 })
win.webContents.on('will-prevent-unload', (event) => {
event.preventDefault()
})
See Electron docs for details

How to call a function is renderer.js/main.js from web page in electron

Newbie to electron here, I have built a simple web application with React JS and able to view it in a window by calling
window.loadFile('./build/index.html');
Now i would want to call a function located in say renderer.js/main.js which should read file system and return data to the web application.
I have already tried this in renderer.js
const { ipcRenderer } = require('electron');
document.getElementById('#button').addEventListener('click', function (event) {
//read file contents
console.log('file contents');
});
But there are 2 issues around here
The control is from the renderer.js, instead i would want the
control to be on the web page of React.
The data that is read should be returned back to web page, so that it can be displayed in the web page.
You should be able to import/require ipcRenderer directly on your react component scripts and maybe load the file on a lifecycle hook. The 'renderer.js' is just one way to execute client side javascript on the (electron-)web page but any other way also does the trick.
If you can't import or require electron from the webapp (I didn't play with the electron-react-boilerplate yet), then you could write a so called preload script, load that when you create the browser window (see that documentation) and put the ipcRenderer on window like so:
const {ipcRenderer} = require('electron')
window.ipcRenderer = ipcRenderer
Then you can access it from the react app.
You could directly use fs inside the event listener
const { ipcRenderer } = require('electron');
const fs = require("fs");
document.getElementById('#button').addEventListener('click', function (event) {
console.log(fs.readFileSync("some/file/path", "utf8"));
});
Electron exposes full access to Node.js both on main and renderer process
https://www.electronjs.org/docs/tutorial/application-architecture#using-nodejs-apis
You are building your electron renderer using React.
Please check this to clear what main process is and renderer is.
how to communicate between react and electron
This is the answer I posted before. Feel free to check this.
And here is the pre-requirement.
let mainWindow = new BrowserWindow(
{
width: 800,
height: 600,
webPreferences:{
nodeIntegration:true
}
});
You should enable the nodeIntegration flag when you are creating the BrowserWindow. So that you can use any Nodejs API at your renderer

nodeIntegration true ignored?

I'm trying to use a require directive in my js file attached to an html file. However, I am getting a require not defined error message with that file. My understanding is in newer versions of Electron after 5.0 that nodeIntegration was disabled by default. However, even after enabling nodeIntegration in web preferences I still am getting the require error message. My understanding was this nodeIntegration should solve that issue. Why am I still running into not defined issues with require? Here's the relevant section of the main.js file.
EDIT: I was missing a comma between preload and nodeIntegration, so thanks to the individual who pointed that out! However, I am still experiencing the issue. Still getting "Uncaught ReferenceError: require is not defined".
Second EDIT: Here's a minimal reproduction of the issue. The require function is undefined even when nodeIntegration is set to override it. In the end I'm just trying to read from a local json file but every instance I can find to do so in a simplistic manner when working with electron uses a require in some way, whether it is requiring fs or requiring the file. If the require statement won't function at all I can't make either work.
main.js:
// Modules to control application life and create native browser window
const {app, BrowserWindow} = require('electron')
const path = require('path')
// Keep a global reference of the window object, if you don't, the window will
// be closed automatically when the JavaScript object is garbage collected.
let mainWindow
function createWindow () {
// Create the browser window.
mainWindow = new BrowserWindow({
width: 800,
height: 600,
webPreferences: {
preload: path.join(__dirname, 'preload.js'),
nodeIntegration:true
}
})
// and load the index.html of the app.
mainWindow.loadFile('index.html')
// Open the DevTools.
// mainWindow.webContents.openDevTools()
// Emitted when the window is closed.
mainWindow.on('closed', function () {
// Dereference the window object, usually you would store windows
// in an array if your app supports multi windows, this is the time
// when you should delete the corresponding element.
mainWindow = null
})
}
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.on('ready', createWindow)
// Quit when all windows are closed.
app.on('window-all-closed', function () {
// On macOS it is common for applications and their menu bar
// to stay active until the user quits explicitly with Cmd + Q
if (process.platform !== 'darwin') app.quit()
})
app.on('activate', function () {
// On macOS it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if (mainWindow === null) createWindow()
})
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and require them here.
index.html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<!-- https://developer.mozilla.org/en-US/docs/Web/HTTP/CSP -->
<link href="https://fonts.googleapis.com/css?family=Roboto&display=swap" rel="stylesheet">
<link href="main.css" rel="stylesheet">
<title>Destiny Guide</title>
<script src="problem.js"></script>
</head>
<body>
<h1>Hello World</h1>
Hello World
<br>
<h1>helloWorld<h1>
<!-- You can also require other files to run in this process -->
<script src="./renderer.js"></script>
</body>
</html>
problem.js:
var dataArc = require("./ZeroHourArc.json");
Third, and Last, EDIT: see answer below.
Just try to add contextIsolation: false like this:
mainWindow = new BrowserWindow({
width: 500,
height: 500,
icon: './public/logo.png',
backgroundColor: 'white',
webPreferences: {nodeIntegration: true, contextIsolation: false}
});
In Electron 12, contextIsolation will be enabled by default, so require() cannot be used in the renderer process unless nodeIntegration = true and contextIsolation = false.
For more details see: https://github.com/electron/electron/issues/23506
I'm a bit oblivious. I was editing a random file that had the same name and layout as my main.js but it wasn't in the same place. Editing the correct file in the right place, same name, allowed me to make nodeIntegration work as expected.

Packaging electron app powered by Python Flask electron

I just created an electron app which is powered by Flask.
It works nicely when I run the app in powershell, but when I build this app with electron-packager, It succeeds, but the app does not work.
It seems python code would not be included in the app.
How can I build the app with integrating all python code and modules I am using in the app?
I am using any python modules like pandas
I was able to package an electron-flask app using guidelines from here which gives better details of the answer given below.
First make sure that the pyinstaller .exe actually starts the server correctly when you run it and that when you direct to the hosted page in your browser that the app does everything you need it to do. Packaging flask app tutorial is here.
And then make sure when you are executing:
var subpy = require('child_process').spawn('./dist/hello/hello');
That you make sure its:
var subpy = require('child_process').spawn('path_to_flask_exe');
Build the flask app with PyInstaller.. You can find various tutorial on it through google.. Pick one that suits your needs. Always good to read the official documentation https://www.pyinstaller.org/ .
Well I don't know your approach of creating the electron entry point. what i did was, on the entry point (usually main.js for me) I have created a function which is called on app is ready. Some of the stuffs i got from Python on Electron framework and from https://github.com/fyears/electron-python-example
main.js
'use strict';
const electron = require('electron');
const app = electron.app;
const BrowserWindow = electron.BrowserWindow;
const path = require('path');
// This method will be called when Electron has finished
// initialization and is ready to create browser mainWindow.
// Some APIs can only be used after this event occurs.
var mainWindow = null;
function createWindow(){
// spawn server and call the child process
var rq = require('request-promise');
mainAddr = 'http://localhost:4040/'
// tricks 1 worked for me on dev.. but building installer of electron
// server never started.. didn't find time to fixed that
// var child = require('child_process').spawn('python',
// ['.path/to/hello.py']);
// or bundled py
// var child = require('child_process').spawn('.path/to/hello.exe');
// tricks 2, a little variation then spawn :)
var executablePath = './relative/path/to/your/bundled_py.exe';
var child = require('child_process').execFile;
child(executablePath, function(err, data) {
if(err){
console.error(err);
return;
}
console.log(data.toString());
});
// Create the browser mainWindow
mainWindow = new BrowserWindow({
minWidth: 600,
minHeight: 550,
show: false
});
// Load the index page of the flask in local server
mainWindow.loadURL(mainAddr);
// ready the window with load url and show
mainWindow.once('ready-to-show', () => {
mainWindow.show();
});
// Quit app when close
mainWindow.on('closed', function(){
mainWindow = null;
// kill the server on exit
child.kill('SIGINT');
});
// (some more stuff, eg. dev tools) skipped...
};
var startUp = function(){
rq(mainAddr)
.then(function(htmlString){
console.log('server started!');
createWindow();
})
.catch(function(err){
//console.log('waiting for the server start...');
startUp();
});
};
app.on('ready', startUp)
app.on('quit', function() {
// kill the python on exit
child.kill('SIGINT');
});
app.on('window-all-closed', () => {
// quit app if windows are closed
if (process.platform !== 'darwin'){
app.quit();
}
});

Can electron webview transform mouse event to touch event?

I want to simulate a mobile device in desktop environment. I can't find a argument to transform mouse event to touch event.
How can I approach this job? Any hint will be great. Thank you so much.
I think I figured it out. Dev environment:
node 7.4.0
Chromium 54.0.2840.101
Electron 1.5.1
const app = electron.app
const BrowserWindow = electron.BrowserWindow
let mainWindow;
function createWindow() {
mainWindow = new BrowserWindow({
width: 1024,
height: 768,
frame: false,
x: -1920,
y: 0,
autoHideMenuBar: true,
icon: 'assets/icons/win/app-win-icon.ico'
});
try {
// works with 1.1 too
mainWindow.webContents.debugger.attach('1.2')
} catch (err) {
console.log('Debugger attach failed: ', err)
}
const isDebuggerAttached = mainWindow.webContents.debugger.isAttached()
console.log('debugger attached? ', isDebuggerAttached)
mainWindow.webContents.debugger.on('detach', (event, reason) => {
console.log('Debugger detached due to: ', reason)
});
// This is where the magic happens!
mainWindow.webContents.debugger.sendCommand('Emulation.setTouchEmulationEnabled', {
enabled: true,
configuration: 'mobile',
});
mainWindow.loadURL(url.format({
pathname: path.join(__dirname, 'index.html'),
protocol: 'file:',
slashes: true,
show: false,
backgroundColor: '#8e24aa ',
}));
// Show the mainwindow when it is loaded and ready to show
mainWindow.once('ready-to-show', () => {
mainWindow.show()
})
}
// Listen for app to be ready
app.on('ready', createWindow);
Take a look at this Electron github issue or this Atom Discussion for ideas on how to get the touch working with Electron.
As far as how to approach it, I would look through the mouse events and touch events and just wire up a function that combines the Electron api and the relevant web api for mouse/touch.
Looking at the web-contents API, the only thing you can do is to open the dev tools with:
// win being a BrowserWindow object
win.webContents.openDevTools();
Then you will have to manually click on the responsive tools (the smartphone icon), and you will get into the mode you want.
But I am afraid there is no way to do it programatically. Mostly because it is considered as a development tool, and not a browser feature, so you will have the toolbar at the top and all these things. Not really something you want on Production.
You can try to use Microsoft Windows Simulator. You need to install Visual Studio 2019 with Universal Windows Platform development then run the simulator through:
C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Simulator\16.0\Microsoft.Windows.Simulator.exe
I tested my electron app that also needs to run well both on touchscreen devices and devices without touch screen using this and it works really well to simulate touchscreen devices.
Do not forget to switch to touchscreen input on the right side of the panel, otherwise, the default input will simulate a mouse pointer.

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