I wanna build an electron project that will be used to take screenshots and save them. But the main problem is that I don't know how to do this using javascript. I have found a couple of answers but they all included some libraries (mostly html2canvas). So could you give the working code to take screenshots using javascript with no library?
here's how to draw dom into a canvas.
After drawing it on canvas,you can download it by creating canvas's URL.
I want to download the 3D Object-dae(collada) file from server and want to display on surface dynamically so can please share how can I achieve this in ARKit via SceneKit or else?
You can check this link: https://the-nerd.be/2014/11/07/dynamically-load-collada-files-in-scenekit-at-runtime/ it is old post but I don't think something is changed since that
According to this (see the Discussion section): https://developer.apple.com/documentation/modelio/mdlasset/1391813-canimportfileextension?language=objc
dae is not supported at runtime (ModelIO).
Additionally I'm working on a library called AssetKit (In Progress) and it will full support COLLADA and glTF, it is too early to say that but after initial release, you will be able to load dae files dynamically. It is written with C99 but I'll optimize it for Swift (by writing wrappers or integration with SceneKit...). Since it is still in progress I suggest that follow the first link
Question is simple how much space does these frameworks add to an app size?
https://www.aviary.com/
https://creativesdk.adobe.com/
I tested this here are the results:
My app size: 16.5mb
App size with AdobeCreativeSDK: 31.0mb
App size with AdobeCreativeSDK + CreativeSDKImageEditing(Aviary): 37.8
App size with AviarySDK: 23.2mb
So the sizes of
AviarySDK: 6.7mb
CreativeSDKImageEditing: 6.8mb
AdobeCreativeSDK: 14.5mb
So the core image editing framework parts are roughly the same size. However there this little catch:
The Image component is part of the larger Creative SDK and depends on
the Foundation SDK. Please see the Creative SDK Getting Started guide
to learn about setting your project up for the Creative SDK.
https://creativesdk.adobe.com/docs/ios/#/articles/imageediting/index.html
The only way to know for sure is to try it. Measure the size of the .ipa files (these are already compressed) before and after you add the frameworks.
It might be that depending on which part of the frameworks you actually use, the linker might strip away a lot of unused code.
I'm trying to write an IDE for the iOS and I stumbled on a problem. I of course wanted to be able to do syntax highlighting, but I have no idea how I have to get this to work.
I have been googling over a month now, but I haven't found anything useful. Most libraries are C++. That I find no problem, I know enough of C++, but they all use the Boost libraries and I heavily doubt if it's easy to install them on a jailbroken iOS device, or even compile them for the iOS on the Mac.
So I come here for help. What should I do? Should I use a PHP syntax highlighter, which always colors the whole document? Should I write a syntax highlighter my self, that doesn't use the Boost library? Or does somebody here know another library, which can be used on the iOS?
Thank you in advance,
ief2
i have a simillar problem about syntax highlighting, but i prefer to solved it using UIWebview than using core text, because that is a different pixel in rendering text in core text and UITextview (in my problem i was using a core text view that cover by uitextview), and then i try to solved using uiwebview, even i'm still on developing but i can say that it is better using uiwebview than core text, maybe you can take a look at this link http://alexgorbatchev.com/SyntaxHighlighter/ it is an open source code, but it develop using javascript.
Most Boost libraries are header-only. There are only a few Boost libraries, like those for threading and asynchronous I/O, that use a compiled library. If you've found some solutions that would work fine aside from your worries about using Boost, then I would look at them again, as they'll likely work. Even if you must use a Boost library that is not header-only, you can always build it as a static library and link that into your application, so that in the end the only thing that needs to be installed is just your app bundle.
I know this is old, but in case anybody is looking for a complete syntax highlighter for iOS, there's two options:
Highlightr: A Swift library for syntax highlighting, supports hundreds of languages but uses JS as backend. It's fast enough for live editing, though. (Disclaimer: I am the creator of this library).
SyntaxKit: A native solution on early stages of development. Should support any TextMate syntax in the future.
I am thinking of making an application that requires extracting TEXT from an image. I haven't done any thing similar and I don't want to implement the whole stuff on my own. Is there any known library or open source code (supported for ios, objective-C) which can help me in extracting the text from the image. A basic source code will also do (I will try to modify it as per my need).
Kindly let me know if some one has any idea on this.
Thanks,
Vikram
One of the main open source libraries used to do OCR on iOS is a google-sponsored open source project called tesseract.
Here is some info on compiling tesseract for use in iOS apps:
tesseract
The same guy has a nice sample project on github demonstrating how a simple client might use the compiled library:
Pocket-OCR