Re: Local files in browser widget

2019-07-15 Thread J. Landman Gay via use-livecode
Thanks Ralph, I did create a 64-bit apk with LC 9.5. I've had a couple 
of people try my test app. It works on a Pixel 2, and a Moto-something, 
and my Huawei tablet. So far it only fails on my Pixel.


If anyone out there happens to have an (original) Pixel phone and is 
willing to do a quick test, that'd be great. The apk has a single 
browser widget with a lot of text, and the test would be to see if you 
can scroll to the bottom. I'm hoping the problem is my particular setup 
and not the Pixel model itself.


On 7/14/19 7:44 PM, Ralph DiMola wrote:

Are you using 9.5? If not maybe a 64 bit build might work???

Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net

-Original Message-
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf
Of J. Landman Gay via use-livecode
Sent: Sunday, July 14, 2019 4:27 PM
To: How to use LiveCode
Cc: J. Landman Gay
Subject: Re: Local files in browser widget

I'm making progress but still having trouble with the browser widget on
Android. To date:

1. Chopped up the huge file into multiple smaller files. They have all been
tagged so that links automatically load the correct file when clicked. This
works.

2. The app now copies all the files in its resources folder to the documents
folder. This works.

3. When loading the first file of the set, it works perfectly. When tapping
a link that loads another file in the set, things happen sometimes.

On my Huawei tablet, everything works great. But on my Pixel, after
scrolling two or three screens, everything freezes. Not only does the
browser refuse to scroll (even backwards, where it's already been,) but HTML
links don't respond, and buttons and other controls are inert. The backKey
is also frozen, so the only option is to exit via the Home hardware button
and remove the app from RAM. This is 100% reproducible.

My Pixel is running Android 9 Pie and the Huawei has Android 8 Oreo. The
Huawei also has newer hardware than the Pixel. Is the browser widget
compatible with Android 9? Or is it a hardware problem?




--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Alex Tweedly via use-livecode


On 15/07/2019 22:31, Rick Harrison via use-livecode wrote:

Hi Alex,

I believe the problem is that LC function
doesn’t work in server even though the
documentation says it should work in
server.


No, it's definitely not that - I use funciton() all the time on LCServer.

Try this script and see what it does ... if it doesn't work, then check 
the version, etc.


If (when?) it does work, then you can start trying to narrow down. (I'd 
take the example you gave for reversedName, and put it at the top of the 
script file, see if that gives an error. If not, keep moving it further 
down until the error can be seen  :-)


(Or, if there's nothing too secret - send me your whole script off-list 
and I'll look at it).


(I have my copy at kilmelford.com/try.lc9 if you want to see its output.)

Alex.


I tried the example in the dictionary
for reversedName.  It works fine in
the IDE.  Once it is put into server
like the following the first line gets
flagged with the error.

   row 854, col 1: if: error in command (function)
   row 854, col 1: script: bad statement (function)



Can we unravel the email send code so it
doesn’t use functions?

I did try putting the email send code into
the IDE and it put the message into the
message box without sending out the email.
Perhaps that needs to be proven to work first
in the IDE?

I used the example code you provided as
a test to be sure we were on the same page,
and, it didn’t work.

Suggestions?

Rick




On Jul 15, 2019, at 3:51 PM, Alex Tweedly via use-livecode 
 wrote:

Hmmm - LC Server's error reporting can be frustrating  and I'm not sure 
what it is trying to say here.

All I can suggest is to try to take the problematic script and load it as a 
script-only stack into the IDE and see if it can be tested out that way - if 
necessary adding a few lines of code to mimic the way it\s being used on the 
server.

(Or send me the whole script off-list and I'll see if I can spot the 
differences between your context and mine)

Alex.



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Re: Android 64-bit?

2019-07-15 Thread Tom Glod via use-livecode
ok thanks Colin  that clears up the most confusing part for me.
...i'll find out the rest in sept when i'm trying to submit using 9.0x :)


On Mon, Jul 15, 2019 at 8:35 PM Colin Holgate via use-livecode <
use-livecode@lists.runrev.com> wrote:

> When you submit apps to Google Play you have some amount of control over
> what versions are able to see that app. At this point it’s a few years
> since I had to deal with that, but hopefully you will have an option to say
> that it’s compatible with say Android 4-8. That rules out 9, and works
> around the 64 bit requirements.
>
>
> > On Jul 15, 2019, at 6:26 PM, Tom Glod via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >
> > Welli thought it was clear ..but now i'm more confused than ever
> on
> > this subject :P
> >
> > It will not be possible to post a *new* app to the playstore starting
> > august 1 without using livecode 9.5 to build it?
> >
> > Is 9.5 stable slated to be out anytime soon?
> >
> >
> >
> > On Mon, Jul 15, 2019 at 7:22 PM Colin Holgate via use-livecode <
> > use-livecode@lists.runrev.com> wrote:
> >
> >> I have been following this with regard to Adobe AIR, and it’s nice that
> >> they get an extension. I use Unity too, and that has a longer
> extension. I
> >> suspect it’s in proportion to the number of apps submitted with those
> >> tools. I have read figures of 10% of apps are AIR and 50% of games are
> >> Unity. That’s a lot of users to upset.
> >>
> >> LiveCode isn’t quite at the 10 or 50 percent level yet, so no special
> >> case. But one thing to note is that Android 9 is only at 10% of devices,
> >> which is high enough for Google to brag about, but if you have to set
> your
> >> APK to only work on Android 8 or earlier, you still get 90% of the
> users.
> >>
> >>
> >>> On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode <
> >> use-livecode@lists.runrev.com> wrote:
> >>>
> >>> From the android-developers googleblog:
> >>>
> >>> The 64-bit requirement: what it means for developers
> >>> Starting August 1, 2019:
> >>>
> >>> All new apps and app updates that include native code are required to
> >> provide 64-bit versions in addition to 32-bit versions when publishing
> to
> >> Google Play.
> >>> Extensions: Google Play will continue to accept 32-bit only updates to
> >> existing games that use the following SDKs:
> >>> Corona Labs SDK - until August 2020
> >>> Adobe Air software and the AIR SDK - until August 2020
> >>> Unity 5.6.7 or older - until August 2021
> >>> Starting August 1, 2021:
> >>> Google Play will stop serving apps without 64-bit versions on 64-bit
> >> capable devices, meaning they will no longer be available in the Play
> Store
> >> on those devices.
> >>> This will include games built with Unity 5.6.x or older.
> >>> The requirement does not apply to:
> >>> APKs or app bundles explicitly targeting Wear OS or Android TV, which
> >> are form factors that do not currently support 64-bit code.
> >>> APKs or app bundles that are not distributed to devices running Android
> >> 9 Pie or later.
> >>>
> >>>
> >>> Ralph DiMola
> >>> IT Director
> >>> Evergreen Information Services
> >>> rdim...@evergreeninfo.net
> >>>
> >>> -Original Message-
> >>> From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On
> >> Behalf Of Dan Friedman via use-livecode
> >>> Sent: Monday, July 15, 2019 6:04 PM
> >>> To: How to use LiveCode
> >>> Cc: Dan Friedman; Dar Scott Consulting
> >>> Subject: Re: Android 64-bit?
> >>>
> >>> Dar,
> >>>
> >>> https://developer.android.com/distribute/best-practices/develop/64-bit
> >> states, "Starting August 1, 2019, your apps published on Google Play
> will
> >> need to support 64-bit architectures."
> >>>
> >>> So, no new or updated apps can be posted to Google made by LiveCode
> >> after August 1?   That can't be right!   Perhaps someone at LC will have
> >> some better news?
> >>>
> >>> -Dan
> >>>
> >>>
> >>> On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting
> >> via use-livecode"  >> use-livecode@lists.runrev.com> wrote:
> >>>
> >>>   Wow!
> >>>
> >>>   Perhaps the constraint for August 1 is that all NEW apps and all
> >> UPDATES need to include 64-bit. Maybe, they will still serve your apps.
> >>>
>  On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode <
> >> use-livecode@lists.runrev.com> wrote:
> 
>  Greetings!   I got some notices from Google (android) that my apps
> need
> >> to be updated to 64-bit by August 1, 2019.   Does LiveCode generate
> 64-bit
> >> Android apps?  If so, can I do that with Indy 9.0.4?  If so, what
> versions
> >> of Android Studio and Android SDKs do I need to install?   Any guidance
> >> will be greatly appreciated and surely help keep my hair in my head.
> 
>  -Dan
> 
>  ___
>  use-livecode mailing list
>  use-livecode@lists.runrev.com
>  Please visit this url to subscribe, unsubscribe and manage your
> >> subsc

Re: Android 64-bit?

2019-07-15 Thread Colin Holgate via use-livecode
When you submit apps to Google Play you have some amount of control over what 
versions are able to see that app. At this point it’s a few years since I had 
to deal with that, but hopefully you will have an option to say that it’s 
compatible with say Android 4-8. That rules out 9, and works around the 64 bit 
requirements.


> On Jul 15, 2019, at 6:26 PM, Tom Glod via use-livecode 
>  wrote:
> 
> Welli thought it was clear ..but now i'm more confused than ever on
> this subject :P
> 
> It will not be possible to post a *new* app to the playstore starting
> august 1 without using livecode 9.5 to build it?
> 
> Is 9.5 stable slated to be out anytime soon?
> 
> 
> 
> On Mon, Jul 15, 2019 at 7:22 PM Colin Holgate via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> 
>> I have been following this with regard to Adobe AIR, and it’s nice that
>> they get an extension. I use Unity too, and that has a longer extension. I
>> suspect it’s in proportion to the number of apps submitted with those
>> tools. I have read figures of 10% of apps are AIR and 50% of games are
>> Unity. That’s a lot of users to upset.
>> 
>> LiveCode isn’t quite at the 10 or 50 percent level yet, so no special
>> case. But one thing to note is that Android 9 is only at 10% of devices,
>> which is high enough for Google to brag about, but if you have to set your
>> APK to only work on Android 8 or earlier, you still get 90% of the users.
>> 
>> 
>>> On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>>> 
>>> From the android-developers googleblog:
>>> 
>>> The 64-bit requirement: what it means for developers
>>> Starting August 1, 2019:
>>> 
>>> All new apps and app updates that include native code are required to
>> provide 64-bit versions in addition to 32-bit versions when publishing to
>> Google Play.
>>> Extensions: Google Play will continue to accept 32-bit only updates to
>> existing games that use the following SDKs:
>>> Corona Labs SDK - until August 2020
>>> Adobe Air software and the AIR SDK - until August 2020
>>> Unity 5.6.7 or older - until August 2021
>>> Starting August 1, 2021:
>>> Google Play will stop serving apps without 64-bit versions on 64-bit
>> capable devices, meaning they will no longer be available in the Play Store
>> on those devices.
>>> This will include games built with Unity 5.6.x or older.
>>> The requirement does not apply to:
>>> APKs or app bundles explicitly targeting Wear OS or Android TV, which
>> are form factors that do not currently support 64-bit code.
>>> APKs or app bundles that are not distributed to devices running Android
>> 9 Pie or later.
>>> 
>>> 
>>> Ralph DiMola
>>> IT Director
>>> Evergreen Information Services
>>> rdim...@evergreeninfo.net
>>> 
>>> -Original Message-
>>> From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On
>> Behalf Of Dan Friedman via use-livecode
>>> Sent: Monday, July 15, 2019 6:04 PM
>>> To: How to use LiveCode
>>> Cc: Dan Friedman; Dar Scott Consulting
>>> Subject: Re: Android 64-bit?
>>> 
>>> Dar,
>>> 
>>> https://developer.android.com/distribute/best-practices/develop/64-bit
>> states, "Starting August 1, 2019, your apps published on Google Play will
>> need to support 64-bit architectures."
>>> 
>>> So, no new or updated apps can be posted to Google made by LiveCode
>> after August 1?   That can't be right!   Perhaps someone at LC will have
>> some better news?
>>> 
>>> -Dan
>>> 
>>> 
>>> On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting
>> via use-livecode" > use-livecode@lists.runrev.com> wrote:
>>> 
>>>   Wow!
>>> 
>>>   Perhaps the constraint for August 1 is that all NEW apps and all
>> UPDATES need to include 64-bit. Maybe, they will still serve your apps.
>>> 
 On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
 
 Greetings!   I got some notices from Google (android) that my apps need
>> to be updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit
>> Android apps?  If so, can I do that with Indy 9.0.4?  If so, what versions
>> of Android Studio and Android SDKs do I need to install?   Any guidance
>> will be greatly appreciated and surely help keep my hair in my head.
 
 -Dan
 
 ___
 use-livecode mailing list
 use-livecode@lists.runrev.com
 Please visit this url to subscribe, unsubscribe and manage your
>> subscription preferences:
 http://lists.runrev.com/mailman/listinfo/use-livecode
>>> 
>>> 
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Re: Android 64-bit?

2019-07-15 Thread Tom Glod via use-livecode
Welli thought it was clear ..but now i'm more confused than ever on
this subject :P

It will not be possible to post a *new* app to the playstore starting
august 1 without using livecode 9.5 to build it?

Is 9.5 stable slated to be out anytime soon?



On Mon, Jul 15, 2019 at 7:22 PM Colin Holgate via use-livecode <
use-livecode@lists.runrev.com> wrote:

> I have been following this with regard to Adobe AIR, and it’s nice that
> they get an extension. I use Unity too, and that has a longer extension. I
> suspect it’s in proportion to the number of apps submitted with those
> tools. I have read figures of 10% of apps are AIR and 50% of games are
> Unity. That’s a lot of users to upset.
>
> LiveCode isn’t quite at the 10 or 50 percent level yet, so no special
> case. But one thing to note is that Android 9 is only at 10% of devices,
> which is high enough for Google to brag about, but if you have to set your
> APK to only work on Android 8 or earlier, you still get 90% of the users.
>
>
> > On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >
> > From the android-developers googleblog:
> >
> > The 64-bit requirement: what it means for developers
> > Starting August 1, 2019:
> >
> > All new apps and app updates that include native code are required to
> provide 64-bit versions in addition to 32-bit versions when publishing to
> Google Play.
> > Extensions: Google Play will continue to accept 32-bit only updates to
> existing games that use the following SDKs:
> > Corona Labs SDK - until August 2020
> > Adobe Air software and the AIR SDK - until August 2020
> > Unity 5.6.7 or older - until August 2021
> > Starting August 1, 2021:
> > Google Play will stop serving apps without 64-bit versions on 64-bit
> capable devices, meaning they will no longer be available in the Play Store
> on those devices.
> > This will include games built with Unity 5.6.x or older.
> > The requirement does not apply to:
> > APKs or app bundles explicitly targeting Wear OS or Android TV, which
> are form factors that do not currently support 64-bit code.
> > APKs or app bundles that are not distributed to devices running Android
> 9 Pie or later.
> >
> >
> > Ralph DiMola
> > IT Director
> > Evergreen Information Services
> > rdim...@evergreeninfo.net
> >
> > -Original Message-
> > From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On
> Behalf Of Dan Friedman via use-livecode
> > Sent: Monday, July 15, 2019 6:04 PM
> > To: How to use LiveCode
> > Cc: Dan Friedman; Dar Scott Consulting
> > Subject: Re: Android 64-bit?
> >
> > Dar,
> >
> > https://developer.android.com/distribute/best-practices/develop/64-bit
> states, "Starting August 1, 2019, your apps published on Google Play will
> need to support 64-bit architectures."
> >
> > So, no new or updated apps can be posted to Google made by LiveCode
> after August 1?   That can't be right!   Perhaps someone at LC will have
> some better news?
> >
> > -Dan
> >
> >
> > On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting
> via use-livecode"  use-livecode@lists.runrev.com> wrote:
> >
> >Wow!
> >
> >Perhaps the constraint for August 1 is that all NEW apps and all
> UPDATES need to include 64-bit. Maybe, they will still serve your apps.
> >
> >> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >>
> >> Greetings!   I got some notices from Google (android) that my apps need
> to be updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit
> Android apps?  If so, can I do that with Indy 9.0.4?  If so, what versions
> of Android Studio and Android SDKs do I need to install?   Any guidance
> will be greatly appreciated and surely help keep my hair in my head.
> >>
> >> -Dan
> >>
> >> ___
> >> use-livecode mailing list
> >> use-livecode@lists.runrev.com
> >> Please visit this url to subscribe, unsubscribe and manage your
> subscription preferences:
> >> http://lists.runrev.com/mailman/listinfo/use-livecode
> >
> >
> >___
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> >Please visit this url to subscribe, unsubscribe and manage your
> subscription preferences:
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> >
> >
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> subscription preferences:
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RE: Android 64-bit?

2019-07-15 Thread Ralph DiMola via use-livecode
Hit send too quick. The means that 32 bit apps will be served to 64 bit devices 
until 2021

Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net


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Re: Android 64-bit?

2019-07-15 Thread Colin Holgate via use-livecode
I have been following this with regard to Adobe AIR, and it’s nice that they 
get an extension. I use Unity too, and that has a longer extension. I suspect 
it’s in proportion to the number of apps submitted with those tools. I have 
read figures of 10% of apps are AIR and 50% of games are Unity. That’s a lot of 
users to upset.

LiveCode isn’t quite at the 10 or 50 percent level yet, so no special case. But 
one thing to note is that Android 9 is only at 10% of devices, which is high 
enough for Google to brag about, but if you have to set your APK to only work 
on Android 8 or earlier, you still get 90% of the users.


> On Jul 15, 2019, at 5:16 PM, Ralph DiMola via use-livecode 
>  wrote:
> 
> From the android-developers googleblog:
> 
> The 64-bit requirement: what it means for developers
> Starting August 1, 2019:
> 
> All new apps and app updates that include native code are required to provide 
> 64-bit versions in addition to 32-bit versions when publishing to Google Play.
> Extensions: Google Play will continue to accept 32-bit only updates to 
> existing games that use the following SDKs:
> Corona Labs SDK - until August 2020
> Adobe Air software and the AIR SDK - until August 2020
> Unity 5.6.7 or older - until August 2021
> Starting August 1, 2021:
> Google Play will stop serving apps without 64-bit versions on 64-bit capable 
> devices, meaning they will no longer be available in the Play Store on those 
> devices.
> This will include games built with Unity 5.6.x or older.
> The requirement does not apply to:
> APKs or app bundles explicitly targeting Wear OS or Android TV, which are 
> form factors that do not currently support 64-bit code.
> APKs or app bundles that are not distributed to devices running Android 9 Pie 
> or later.
> 
> 
> Ralph DiMola
> IT Director
> Evergreen Information Services
> rdim...@evergreeninfo.net
> 
> -Original Message-
> From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf 
> Of Dan Friedman via use-livecode
> Sent: Monday, July 15, 2019 6:04 PM
> To: How to use LiveCode
> Cc: Dan Friedman; Dar Scott Consulting
> Subject: Re: Android 64-bit?
> 
> Dar,
> 
> https://developer.android.com/distribute/best-practices/develop/64-bit 
> states, "Starting August 1, 2019, your apps published on Google Play will 
> need to support 64-bit architectures."
> 
> So, no new or updated apps can be posted to Google made by LiveCode after 
> August 1?   That can't be right!   Perhaps someone at LC will have some 
> better news?
> 
> -Dan
> 
> 
> On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting via 
> use-livecode"  use-livecode@lists.runrev.com> wrote:
> 
>Wow!  
> 
>Perhaps the constraint for August 1 is that all NEW apps and all UPDATES 
> need to include 64-bit. Maybe, they will still serve your apps.
> 
>> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode 
>>  wrote:
>> 
>> Greetings!   I got some notices from Google (android) that my apps need to 
>> be updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit 
>> Android apps?  If so, can I do that with Indy 9.0.4?  If so, what versions 
>> of Android Studio and Android SDKs do I need to install?   Any guidance will 
>> be greatly appreciated and surely help keep my hair in my head.
>> 
>> -Dan
>> 
>> ___
>> use-livecode mailing list
>> use-livecode@lists.runrev.com
>> Please visit this url to subscribe, unsubscribe and manage your subscription 
>> preferences:
>> http://lists.runrev.com/mailman/listinfo/use-livecode
> 
> 
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> subscription preferences:
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> preferences:
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RE: Android 64-bit?

2019-07-15 Thread Ralph DiMola via use-livecode
From the android-developers googleblog:

The 64-bit requirement: what it means for developers
Starting August 1, 2019:

All new apps and app updates that include native code are required to provide 
64-bit versions in addition to 32-bit versions when publishing to Google Play.
Extensions: Google Play will continue to accept 32-bit only updates to existing 
games that use the following SDKs:
Corona Labs SDK - until August 2020
Adobe Air software and the AIR SDK - until August 2020
Unity 5.6.7 or older - until August 2021
Starting August 1, 2021:
Google Play will stop serving apps without 64-bit versions on 64-bit capable 
devices, meaning they will no longer be available in the Play Store on those 
devices.
This will include games built with Unity 5.6.x or older.
The requirement does not apply to:
APKs or app bundles explicitly targeting Wear OS or Android TV, which are form 
factors that do not currently support 64-bit code.
APKs or app bundles that are not distributed to devices running Android 9 Pie 
or later.


Ralph DiMola
IT Director
Evergreen Information Services
rdim...@evergreeninfo.net

-Original Message-
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf Of 
Dan Friedman via use-livecode
Sent: Monday, July 15, 2019 6:04 PM
To: How to use LiveCode
Cc: Dan Friedman; Dar Scott Consulting
Subject: Re: Android 64-bit?

Dar,

https://developer.android.com/distribute/best-practices/develop/64-bit states, 
"Starting August 1, 2019, your apps published on Google Play will need to 
support 64-bit architectures."

So, no new or updated apps can be posted to Google made by LiveCode after 
August 1?   That can't be right!   Perhaps someone at LC will have some better 
news?

-Dan
 

On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting via 
use-livecode"  wrote:

Wow!  

Perhaps the constraint for August 1 is that all NEW apps and all UPDATES 
need to include 64-bit. Maybe, they will still serve your apps.

> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode 
 wrote:
> 
> Greetings!   I got some notices from Google (android) that my apps need 
to be updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit 
Android apps?  If so, can I do that with Indy 9.0.4?  If so, what versions of 
Android Studio and Android SDKs do I need to install?   Any guidance will be 
greatly appreciated and surely help keep my hair in my head.
> 
> -Dan
> 
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Re: Android 64-bit?

2019-07-15 Thread Dan Friedman via use-livecode
Dar,

https://developer.android.com/distribute/best-practices/develop/64-bit states, 
"Starting August 1, 2019, your apps published on Google Play will need to 
support 64-bit architectures."

So, no new or updated apps can be posted to Google made by LiveCode after 
August 1?   That can't be right!   Perhaps someone at LC will have some better 
news?

-Dan
 

On 7/15/19, 2:31 PM, "use-livecode on behalf of Dar Scott Consulting via 
use-livecode"  wrote:

Wow!  

Perhaps the constraint for August 1 is that all NEW apps and all UPDATES 
need to include 64-bit. Maybe, they will still serve your apps.

> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode 
 wrote:
> 
> Greetings!   I got some notices from Google (android) that my apps need 
to be updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit 
Android apps?  If so, can I do that with Indy 9.0.4?  If so, what versions of 
Android Studio and Android SDKs do I need to install?   Any guidance will be 
greatly appreciated and surely help keep my hair in my head.
> 
> -Dan
> 
> ___
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> Please visit this url to subscribe, unsubscribe and manage your 
subscription preferences:
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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Rick Harrison via use-livecode

Hi Alex,

I believe the problem is that LC function
doesn’t work in server even though the
documentation says it should work in
server.

I tried the example in the dictionary
for reversedName.  It works fine in
the IDE.  Once it is put into server
like the following the first line gets
flagged with the error.

  row 854, col 1: if: error in command (function)
  row 854, col 1: script: bad statement (function)



Can we unravel the email send code so it
doesn’t use functions?

I did try putting the email send code into
the IDE and it put the message into the
message box without sending out the email.
Perhaps that needs to be proven to work first
in the IDE?

I used the example code you provided as
a test to be sure we were on the same page,
and, it didn’t work.

Suggestions?

Rick



> On Jul 15, 2019, at 3:51 PM, Alex Tweedly via use-livecode 
>  wrote:
> 
> Hmmm - LC Server's error reporting can be frustrating  and I'm not sure 
> what it is trying to say here.
> 
> All I can suggest is to try to take the problematic script and load it as a 
> script-only stack into the IDE and see if it can be tested out that way - if 
> necessary adding a few lines of code to mimic the way it\s being used on the 
> server.
> 
> (Or send me the whole script off-list and I'll see if I can spot the 
> differences between your context and mine)
> 
> Alex.
> 


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Re: Android 64-bit?

2019-07-15 Thread Dar Scott Consulting via use-livecode
Wow!  

Perhaps the constraint for August 1 is that all NEW apps and all UPDATES need 
to include 64-bit. Maybe, they will still serve your apps.

> On Jul 15, 2019, at 2:14 PM, Dan Friedman via use-livecode 
>  wrote:
> 
> Greetings!   I got some notices from Google (android) that my apps need to be 
> updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit Android 
> apps?  If so, can I do that with Indy 9.0.4?  If so, what versions of Android 
> Studio and Android SDKs do I need to install?   Any guidance will be greatly 
> appreciated and surely help keep my hair in my head.
> 
> -Dan
> 
> ___
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> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription 
> preferences:
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Re: Android 64-bit?

2019-07-15 Thread JJS via use-livecode

Hi, with LC950DP1 you can, but beware of some bugs still.

Op 15-7-2019 om 22:14 schreef Dan Friedman via use-livecode:

Greetings!   I got some notices from Google (android) that my apps need to be 
updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit Android 
apps?  If so, can I do that with Indy 9.0.4?  If so, what versions of Android 
Studio and Android SDKs do I need to install?   Any guidance will be greatly 
appreciated and surely help keep my hair in my head.

-Dan

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Android 64-bit?

2019-07-15 Thread Dan Friedman via use-livecode
Greetings!   I got some notices from Google (android) that my apps need to be 
updated to 64-bit by August 1, 2019.   Does LiveCode generate 64-bit Android 
apps?  If so, can I do that with Indy 9.0.4?  If so, what versions of Android 
Studio and Android SDKs do I need to install?   Any guidance will be greatly 
appreciated and surely help keep my hair in my head.

-Dan

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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Alex Tweedly via use-livecode

Thanks - I've added that to the comments so I don't forget again.

And thanks Andre!!

Alex.

On 15/07/2019 16:35, J. Landman Gay via use-livecode wrote:
BTW, I believe the attribution for the original handlers is Andre 
Garzia. I kept a copy too.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On July 15, 2019 7:01:39 AM Alex Tweedly via use-livecode 
 wrote:



Ah, yeah, sorry - careless of me.

Short answer : Yes.

Long answer :


function wrapQ pText
   return quote & pText & quote
end wrapQ

function shellEscape pText
-- keep this at the end because it messes up Coda colouring
   repeat for each char tChar in "\`!$" & quote
  replace tChar with "\" & tChar in pText
   end repeat
   return pText
end shellEscape

Sorry again,

Alex.

On 15/07/2019 01:07, Mark Wieder via use-livecode wrote:

On 7/14/19 3:24 PM, Alex Tweedly via use-livecode wrote:


In case it helps, here's the code I use to send email from my LC
server account. I should know where this came from (and I suspect I
should be able to thank the original author), but that's lost info
right now.


wrapQ()? shellEscape()?
Are these just the way they sound?
wrapQ(x) = quote & x & quote
shellEscape(x) = escape what needs escaping in x




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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Alex Tweedly via use-livecode
Hmmm - LC Server's error reporting can be frustrating  and I'm not 
sure what it is trying to say here.


All I can suggest is to try to take the problematic script and load it 
as a script-only stack into the IDE and see if it can be tested out that 
way - if necessary adding a few lines of code to mimic the way it\s 
being used on the server.


(Or send me the whole script off-list and I'll see if I can spot the 
differences between your context and mine)


Alex.

On 15/07/2019 19:55, Rick Harrison via use-livecode wrote:

Hi Alex,

I tried out the code you listed for sending email
and got the following error on

row 978, col 1: if: error in command (function)
row 978, col 1: script: bad statement (function)




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Re: all you need to know about the sha-256 algorithm

2019-07-15 Thread panagiotis merakos via use-livecode
NIce one!

Cheers,
Panos
--

On Mon, 15 Jul 2019 at 22:28, Mark Wieder via use-livecode <
use-livecode@lists.runrev.com> wrote:

> quattuorvigintillion!
>
> https://boingboing.net/2019/07/15/excellent-video-about-why-the.html
>
> --
>   Mark Wieder
>   ahsoftw...@gmail.com
>
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all you need to know about the sha-256 algorithm

2019-07-15 Thread Mark Wieder via use-livecode

quattuorvigintillion!

https://boingboing.net/2019/07/15/excellent-video-about-why-the.html

--
 Mark Wieder
 ahsoftw...@gmail.com

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[ANN] This Week in LiveCode 185

2019-07-15 Thread panagiotis merakos via use-livecode
Hi all,

Read about new developments in LiveCode open source and the open source
community in today's edition of the "This Week in LiveCode" newsletter!

Read issue #185 here: http://bit.ly/2LnhEOt

This is a weekly newsletter about LiveCode, focussing on what's been
going on in and around the open source project. New issues will be
released weekly on Mondays. We have a dedicated mailing list that will
deliver each issue directly to you e-mail, so you don't miss any!

If you have anything you'd like mentioned (a project, a discussion
somewhere, an upcoming event) then please get in touch.



-- 
Panagiotis Merakos 
LiveCode Software Developer

Everyone Can Create Apps 
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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Rick Harrison via use-livecode
Hi Alex,

I tried out the code you listed for sending email
and got the following error on

row 978, col 1: if: error in command (function)
row 978, col 1: script: bad statement (function)




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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread J. Landman Gay via use-livecode
BTW, I believe the attribution for the original handlers is Andre Garzia. I 
kept a copy too.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On July 15, 2019 7:01:39 AM Alex Tweedly via use-livecode 
 wrote:



Ah, yeah, sorry - careless of me.

Short answer : Yes.

Long answer :


function wrapQ pText
   return quote & pText & quote
end wrapQ

function shellEscape pText
-- keep this at the end because it messes up Coda colouring
   repeat for each char tChar in "\`!$" & quote
  replace tChar with "\" & tChar in pText
   end repeat
   return pText
end shellEscape

Sorry again,

Alex.

On 15/07/2019 01:07, Mark Wieder via use-livecode wrote:

On 7/14/19 3:24 PM, Alex Tweedly via use-livecode wrote:


In case it helps, here's the code I use to send email from my LC
server account. I should know where this came from (and I suspect I
should be able to thank the original author), but that's lost info
right now.


wrapQ()? shellEscape()?
Are these just the way they sound?
wrapQ(x) = quote & x & quote
shellEscape(x) = escape what needs escaping in x




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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Bob Sneidar via use-livecode
What about the sites that ask you to enter a new password after sending you a 
temporary one?

Bob S


> On Jul 13, 2019, at 12:27 , Alex Tweedly via use-livecode 
>  wrote:
> 
> It's kind of hard to answer that without knowing how your passwords are set 
> up and managed already, or what/how you need to use or check them.
> 
> So I won't answer directly, but offer a sideways suggestion 
> 
> Don't have passwords.
> 
> Nearly all sites that have passwords offer some kind of recovery mechanism - 
> which almost always uses a (verified and registered) email address to send a 
> recovery link. So just skip the step of having passwords at all  - and have a 
> mechanism that users can type in their email address, and be sent a 
> short-lived, one-time use link to their email address.
> 
> When requested you generate a token, store that in your database (or 
> whatever), and then send an email that might look something like ...


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Re: Best Temp Pass Autoresponder?

2019-07-15 Thread Alex Tweedly via use-livecode

Ah, yeah, sorry - careless of me.

Short answer : Yes.

Long answer :


function wrapQ pText
   return quote & pText & quote
end wrapQ

function shellEscape pText
-- keep this at the end because it messes up Coda colouring
   repeat for each char tChar in "\`!$" & quote
  replace tChar with "\" & tChar in pText
   end repeat
   return pText
end shellEscape

Sorry again,

Alex.

On 15/07/2019 01:07, Mark Wieder via use-livecode wrote:

On 7/14/19 3:24 PM, Alex Tweedly via use-livecode wrote:

In case it helps, here's the code I use to send email from my LC 
server account. I should know where this came from (and I suspect I 
should be able to thank the original author), but that's lost info 
right now.


wrapQ()? shellEscape()?
Are these just the way they sound?
wrapQ(x) = quote & x & quote
shellEscape(x) = escape what needs escaping in x




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