I want to add the BingMaps AJAX 7 library to my libraries in PhpStorm 7.1.2, so that I can use code completion, highlighting, navigation, and documentation lookup
The problem is, that I can't download the BingMaps libary to include it to the libraries in my project, so there is no code completion at all. Any ideas?
Currently I only include the BingMaps in my index.html with following URL:
https://ecn.dev.virtualearth.net/mapcontrol/mapcontrol.ashx?v=7.0
But the output of this URL isn't a library to download... it seems to be another type of interface.
The Bing Maps control reference loads in several additional files. There is not local copy of the library that you can download. Hosting a local copy is against the terms of use and usually doesn't work. Unfortunately there is no supported way to do what your looking to do. Intellisense does work great with Bing Maps in Visual Studios. Visual Studios does support PHP as well. But I doubt you want to change your development environment just for this.
Related
i am new to Unity and i am try to understand plugins. I have got the difference between a managed plugin and a native plugin, but what is not very clear to me is:
what is the difference between a plugin and a dll? what should i expect to find in an sdk to make it usable in my unity project?
Thanks a lot
To expand on #Everts comment instead of just copying it into an answer, I'll go a little into details here
What is a plugin?
It's a somewhat vague word for a third-party library that is somehow integrated with the rest of your game. It means that it neither is officialy supported by Unity, nor is it a part of your core code. It can be "plugged" in or out without altering its internals, so it must provide some kind of API that can be used by the game code.
For example, you'll find many plugins that handle external services like ads, notifications, analytics etc. You'll also find a couple of developer-tools that can also be called plugins, like tile-based map editors and such.
Plugins come in many forms - DLL files are one example but some plugins actually provide full source code for easier use. And of course, other plugins will provide native code for different platforms, like Objective-C for iOS or .jars for Android.
So to answer your first question:
DLL is simply a pre-compiled source file that can be a part of a plugin
A plugin is a whole library that can consist of multiple files with different formats (.cs, .dll, .jar, .m etc)
What do you need to use an sdk?
First of all - documentation. Like I said before, and like you noticed yourself, not all plugins give you access to the source code. And unfortunately, not many sdks have extensive and developer-friendly documentations so it can be a tough task to actually understand how to use a given sdk.
Secondly - the code. Many sdks give you some kind of "drag & drop" library, a single folder with all the neccessary files inside that you simply add to your Unity projects. I've also seen sdks that use Unity packages that you have to import via Assets > Import Package > Custom Package.
Once you have the code and documentation it's time to integrate it with your game. I strongly recommend using an abstract lyer in your game as, in my experience, you often have to change sdks for various reasons and you don't want to rewrite your game logic every time. So I suggest encapsulating sdk-related code in a single class so that you have to change only one class in your code when switching from, say, one ad provider to another (and keep the old class in case you need to switch back).
So you basically need three things:
Documentation (either a readme file or an online documentation)
The code (precompiled or source)
A versatile integration
electron, node-webkit, brackets-shell and atom-shell are frameworks that allow a user to create stand alone executables that use HTML, CSS, and JavaScript (Node) for all code in the app. They don't require any prior installation of any software, as I understand it. I want to use Dart instead of JavaScript. I don't want a chrome app because that requires the installation of Chrome, if I understand correctly. Is it possible to make a stand-alone application using Dart? Will DartToJs be able to do this for me?
You need to have a Dart-VM (Dart-Runtime) installed in order to be able to execute Dart applications on the command line/server.
As far as I know there is no way to create a standalone executable, at least no easy one.
It is technically possible to create an executable that contains the Dart-VM but there are no tools available yet that generate that for you.
I don't think the path using Dart2JS will help much. Dart2JS aims primarily at browsers but I have heard that some try to use Dart2JS to run Dart code with Node.js but I don't know if that really works.
This similar question contains some links that may be of interest to you: Embedding Dart into application
dart2js + node-webkit will definitely do this for you. Just compile your webapp to js, make a proper package.json file and follow the standard directions on the node-webkit github page.
There's even a pub package that let's you use the node-webkit API from dart (filesystem access, window controls, and whatnot).
Search pub for node_webkit and you'll find it.
Good luck.
I have this unusual requirement from a client, and I am not quite sure how to proceed.
My client needs to select a folder from his computer in IE and POST the files within that folder to the server. I was thinking of an ActiveX control. Could you point me to the right way? Thank you.
It's a bit of a tricky question; You can certainly upload files using WinHttp or WinInet (forget which works better for it) but you could run into issues with proxy settings.
If I were you I'd write a plugin using FireBreath, which would then work on all major browsers instead of just IE (works both as an ActiveX control and as a NPAPI plugin). There is a library for FireBreath that though poorly documented allows you to upload files via HTTP using libcurl and openssl, or you could figure out how to do it with WinInet/WinHTTP (do some google searches, several possible leads come up).
i was looking at several lua/objective-c implementations that looked promising for a project i want to create ,but with an exception that i wanted to be able to download the scripts at runtime.Then i found the terms which state :
"An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple's built-in WebKit framework."
so clearly you cant download any lua scripts at runtime.
If i interpret correctly you can only run javascript files downloaded through UIWebView.
So if i wanted to create a objective-c/javascript bridge through uiwebkit(with stringByEvaluatingJavaScriptFromString and url encodings) ,i dont see anything against apple's term right?do you think it would be an overkill in perfomance?
I have no experience about the performance of executing Javascript through UIWebView, but I suspect the toll is high if you plan to call stringByEvaluatingJavaScriptFromString with fine grained code. On the other hand, nothing keeps you from loading a full HTML in your UIWebView with all the Javascript code that you need, and this approach would certainly ensure better performance.
actually, there is an alternative approach that you can try and follow. It is actually possible to directly embed the WebKit Javascript Engine (Javascript Core) into your app. This approach has already been "approved" by Apple and you can find it described here. (Dominic Szablewski, the creator of the JavaScript game engine Impact, is the guy who accomplished this).
In short, it comes down to compile the Javascript Core as a static library and then link this in your app. If you don't feel like compiling it yourself, at the link I posted you can also find more information as to how you can license the library from Dominic Szablewski. (I am not really suggesting anything at this respect, just summarizing information).
We have a client/server application which includes a Windows Service and a Winform client tool. I've managed to create a Wix project in Visual Studio (2010, using the wix 3.5 toolset). I'm using the "harvest" feature on the references instead of specifying every file, because there are many library projects involved.
Problems I'm trying to figure out:
How to include referenced DLLs? Some are in the GAC, some are in a relative path within the workspace. I assume I could list each file explicitly but it seems like there should be a way for Wix to autodetect them.
How to install the service while "harvest" is enabled. All the examples I've seen require adding an explicit element with KeyPath=true. However this doesn't work with the harvest=true setting.
I realize that the harvest functionality might be a convenience which is not feasible when there are more complex things going on. Should I give up on harvesting and just try to specify each file explicitly?
Most of the examples I've seen on Wix have been just snippets of xml files. Is there anywhere I can find complete real-world examples of installing services other non-trivial setup features?
Use WixEdit. http://wixedit.sourceforge.net/
It's very easy to import an entire folder using it.
Also, check out the great WiX tutorial here: http://www.tramontana.co.hu/wix/
5.4 Services Rendered
Services can be installed and started automatically.
http://wix.tramontana.co.hu/tutorial/net-and-net/services-rendered
For even more information, check out more WiX documentation here: http://wixtoolset.org/documentation/manual