iOS - open next field?

2020-06-30 Thread Dan Friedman via use-livecode
Is there a way you activate and utilize the "prev" and "next" button on iOS 
keyboards?   You know, these buttons:

https://i.stack.imgur.com/FzrPy.png

If you have more than one text field on a card, we want to "tab" between 
fields. 

-Dan

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Re: Animation Engine: speed tips

2020-06-30 Thread scott--- via use-livecode
Alex,

Eagerly awaiting news of your progress!
—
Scott Morrow

Elementary Software
(Now with 20% less chalk dust!)
web   https://elementarysoftware.com/
email sc...@elementarysoftware.com
booth1-800-615-0867
--


> On Jun 30, 2020, at 6:40 PM, Alex Tweedly via use-livecode 
>  wrote:
> 
> Hi David,
> 
> I had a quick look at this (for slightly selfish reasons - I will be doing 
> some simple animation soon, so this piqued my interest to look at it sooner 
> :-)
> 
> [ all comments on performance or timing here are on an aging (2011) Macbook 
> Pro, LC 9.6.0 ]
> 
> So, there's good news, and there's bad news :-)
> 
> 1. Bad news.
> 
> It is slow (surprisingly, disappointingly slow) to move graphic objects in 
> LC. Moving small simple objects (unfilled circle graphics <20 pixels across) 
> over an uncomplicated background. Each move takes between 1 and 2.6 msecs. 
> (Yes, that's for one object !!)
> 
> [ Puts on 'grumpy old man' hat = that's about the same time as it took on my 
> old Atari ST - 34 years ago!! Where's Moore's Law when I need it :-). ]
> 
> 2. Good news.
> 
> Although disappointing performance, it is (probably) good enough for your 
> described example. Around 30 simple, small objects moving, 20 fps ~= 700ms 
> within a second; it should just be doable.
> 
> 3. Bad News.
> 
> You're on the edge !!  The timings above were for moving objects in a simple, 
> tight loop. (see sample code below my sig.)  You have a little bit of spare 
> CPU left over to handle overhead, object management, new co-ord calculation, 
> etc., but not very much.
> 
> Animation Engine.
> 
> It's a powerful library - has lots of good stuff to do fading, morphing, 
> collision detection, input constraint, color changes, animated scrolls 
> (bounce, overshoot, ...), and then it has two methods of just *moving* LC 
> controls.
> 
> The 'classic' version requires the developer to set up a timer/loop handler, 
> and use the various aeMovexxx handlers; because of the timer handling it's 
> tricky and needs care from the developer.
> 
> The other version is only for straight line moves (aeMoveTo); this is much 
> simpler to use, can handle multiple shapes moving in synch and does it very 
> efficiently. (The older equivalent was aeMoveLinear, which is deprecated). If 
> all your moving is (or can be cast into) using this version, you might have 
> no problems. Note Malte describes aeMoveTo as 'frame-perfect' - all the moves 
> done by aeMoveTo happen perfectly aligned by the (single) frame timer, so 
> moves can be precisely coordindated to start and/or finish at exactly the 
> same time.
> 
> If it can't be, then you might think about adding new functionality to AE to 
> provide a similar capability , using the same single timer that aeMoveTo uses.
> 
> My needs are slightly different:-
> 1. linear and "hop" moves only (*)
> 2. need to string together multiple moves within a 'frame-perfect' setting
> 
> btw - this 'stringing together' is exactly what you would need for hand-drawn 
> curve following; you'd form a points-list from the hand-drawing, then 
> construct a series of linear moves along each edge.
> 
> I decided the easiest way to achieve what I need was a simple 
> purpose-specific library, that has just these features. It's simple to use, 
> understand and debug - currently < 200 lines, and likely to finish up around 
> 250 lines by the time I'm done adding features.
> 
> (*) What's a "hop" move?
> Think of a child's board game (Ludo, S&Ladders, ...) When you move a piece, 
> you don't (if you're playing with a child) usually just pick it up and move 
> it (say) 5 squares, instead you go "...1...2...3...4...5", while touching the 
> piece in or near each square in turn. That's a hop move (or a series of 
> hop-moves. :-)
> 
> Anyway - I have that working now, so with luck I'll get a chance to work on 
> it this week and get it tidied up, and release a first version by the 
> weekend, so if you (or anyone) is interested they can try it out.
> 
> Alex.
> 
> Simple benchmark:
> 
> I finished up with a pretty trivial example bit of code:
> 
> 
> >put the loc of grc "g1" into tmp
> >repeat 100 times
> >   add 1 to item 1 of tmp
> >   set the loc of grc "g1" to tmp
> >   wait 0 with messages
> >end repeat
> 
> Notes:
> 
> 0. Graphic "g1" is a simple, small circle.
> 
> 1. if the graphic wanders off screen (out of window) the time taken drops to 
> 0.
> 
> 2. If you remove the "add 1 to item 1 of tmp" (i.e. the graphic remains in 
> the same place), then again the time drops to effectively 0.
> 
> So with this simple code, I find that (on my aging Macbook Pro), those 100 
> moves take between 125 and 275 ms (i.e. just about 1 to 2.5 ms per shape to 
> move). And that variation is easily matched against the complexity of the 
> surroundings the piece is moving through - if it moves over (or under) many 
> other graphic objects, it takes 

Re: Animation Engine: speed tips

2020-06-30 Thread J. Landman Gay via use-livecode
Did you use acceleratedRendering? Set it to true and set the layermode of 
each moving object to dynamic. I'd be curious to see if there's a difference.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On June 30, 2020 8:43:25 PM Alex Tweedly via use-livecode 
 wrote:



Hi David,

I had a quick look at this (for slightly selfish reasons - I will be
doing some simple animation soon, so this piqued my interest to look at
it sooner :-)

[ all comments on performance or timing here are on an aging (2011)
Macbook Pro, LC 9.6.0 ]

So, there's good news, and there's bad news :-)

1. Bad news.

It is slow (surprisingly, disappointingly slow) to move graphic objects
in LC. Moving small simple objects (unfilled circle graphics <20 pixels
across) over an uncomplicated background. Each move takes between 1 and
2.6 msecs. (Yes, that's for one object !!)

[ Puts on 'grumpy old man' hat = that's about the same time as it took
on my old Atari ST - 34 years ago!! Where's Moore's Law when I need it
:-). ]

2. Good news.

Although disappointing performance, it is (probably) good enough for
your described example. Around 30 simple, small objects moving, 20 fps
~= 700ms within a second; it should just be doable.

3. Bad News.

You're on the edge !!  The timings above were for moving objects in a
simple, tight loop. (see sample code below my sig.)  You have a little
bit of spare CPU left over to handle overhead, object management, new
co-ord calculation, etc., but not very much.

Animation Engine.

It's a powerful library - has lots of good stuff to do fading, morphing,
collision detection, input constraint, color changes, animated scrolls
(bounce, overshoot, ...), and then it has two methods of just *moving*
LC controls.

The 'classic' version requires the developer to set up a timer/loop
handler, and use the various aeMovexxx handlers; because of the timer
handling it's tricky and needs care from the developer.

The other version is only for straight line moves (aeMoveTo); this is
much simpler to use, can handle multiple shapes moving in synch and does
it very efficiently. (The older equivalent was aeMoveLinear, which is
deprecated). If all your moving is (or can be cast into) using this
version, you might have no problems. Note Malte describes aeMoveTo as
'frame-perfect' - all the moves done by aeMoveTo happen perfectly
aligned by the (single) frame timer, so moves can be precisely
coordindated to start and/or finish at exactly the same time.

If it can't be, then you might think about adding new functionality to
AE to provide a similar capability , using the same single timer that
aeMoveTo uses.

My needs are slightly different:-
1. linear and "hop" moves only (*)
2. need to string together multiple moves within a 'frame-perfect' setting

btw - this 'stringing together' is exactly what you would need for
hand-drawn curve following; you'd form a points-list from the
hand-drawing, then construct a series of linear moves along each edge.

I decided the easiest way to achieve what I need was a simple
purpose-specific library, that has just these features. It's simple to
use, understand and debug - currently < 200 lines, and likely to finish
up around 250 lines by the time I'm done adding features.

(*) What's a "hop" move?
Think of a child's board game (Ludo, S&Ladders, ...) When you move a
piece, you don't (if you're playing with a child) usually just pick it
up and move it (say) 5 squares, instead you go "...1...2...3...4...5",
while touching the piece in or near each square in turn. That's a hop
move (or a series of hop-moves. :-)

Anyway - I have that working now, so with luck I'll get a chance to work
on it this week and get it tidied up, and release a first version by the
weekend, so if you (or anyone) is interested they can try it out.

Alex.

Simple benchmark:

I finished up with a pretty trivial example bit of code:


>put the loc of grc "g1" into tmp
>repeat 100 times
>   add 1 to item 1 of tmp
>   set the loc of grc "g1" to tmp
>   wait 0 with messages
>end repeat

Notes:

0. Graphic "g1" is a simple, small circle.

1. if the graphic wanders off screen (out of window) the time taken
drops to 0.

2. If you remove the "add 1 to item 1 of tmp" (i.e. the graphic remains
in the same place), then again the time drops to effectively 0.

So with this simple code, I find that (on my aging Macbook Pro), those
100 moves take between 125 and 275 ms (i.e. just about 1 to 2.5 ms per
shape to move). And that variation is easily matched against the
complexity of the surroundings the piece is moving through - if it moves
over (or under) many other graphic objects, it takes clearly longer.

Good luck.

On 28/06/2020 01:09, David Bovill via use-livecode wrote:

I made a quick test - creating and animating small graphic circles along a 
complex curve with many points. It works fine with one or two animated 
spheres but I’d like to be able to animate >30 a

Re: Animation Engine: speed tips

2020-06-30 Thread Alex Tweedly via use-livecode

Hi David,

I had a quick look at this (for slightly selfish reasons - I will be 
doing some simple animation soon, so this piqued my interest to look at 
it sooner :-)


[ all comments on performance or timing here are on an aging (2011) 
Macbook Pro, LC 9.6.0 ]


So, there's good news, and there's bad news :-)

1. Bad news.

It is slow (surprisingly, disappointingly slow) to move graphic objects 
in LC. Moving small simple objects (unfilled circle graphics <20 pixels 
across) over an uncomplicated background. Each move takes between 1 and 
2.6 msecs. (Yes, that's for one object !!)


[ Puts on 'grumpy old man' hat = that's about the same time as it took 
on my old Atari ST - 34 years ago!! Where's Moore's Law when I need it 
:-). ]


2. Good news.

Although disappointing performance, it is (probably) good enough for 
your described example. Around 30 simple, small objects moving, 20 fps 
~= 700ms within a second; it should just be doable.


3. Bad News.

You're on the edge !!  The timings above were for moving objects in a 
simple, tight loop. (see sample code below my sig.)  You have a little 
bit of spare CPU left over to handle overhead, object management, new 
co-ord calculation, etc., but not very much.


Animation Engine.

It's a powerful library - has lots of good stuff to do fading, morphing, 
collision detection, input constraint, color changes, animated scrolls 
(bounce, overshoot, ...), and then it has two methods of just *moving* 
LC controls.


The 'classic' version requires the developer to set up a timer/loop 
handler, and use the various aeMovexxx handlers; because of the timer 
handling it's tricky and needs care from the developer.


The other version is only for straight line moves (aeMoveTo); this is 
much simpler to use, can handle multiple shapes moving in synch and does 
it very efficiently. (The older equivalent was aeMoveLinear, which is 
deprecated). If all your moving is (or can be cast into) using this 
version, you might have no problems. Note Malte describes aeMoveTo as 
'frame-perfect' - all the moves done by aeMoveTo happen perfectly 
aligned by the (single) frame timer, so moves can be precisely 
coordindated to start and/or finish at exactly the same time.


If it can't be, then you might think about adding new functionality to 
AE to provide a similar capability , using the same single timer that 
aeMoveTo uses.


My needs are slightly different:-
1. linear and "hop" moves only (*)
2. need to string together multiple moves within a 'frame-perfect' setting

btw - this 'stringing together' is exactly what you would need for 
hand-drawn curve following; you'd form a points-list from the 
hand-drawing, then construct a series of linear moves along each edge.


I decided the easiest way to achieve what I need was a simple 
purpose-specific library, that has just these features. It's simple to 
use, understand and debug - currently < 200 lines, and likely to finish 
up around 250 lines by the time I'm done adding features.


(*) What's a "hop" move?
Think of a child's board game (Ludo, S&Ladders, ...) When you move a 
piece, you don't (if you're playing with a child) usually just pick it 
up and move it (say) 5 squares, instead you go "...1...2...3...4...5", 
while touching the piece in or near each square in turn. That's a hop 
move (or a series of hop-moves. :-)


Anyway - I have that working now, so with luck I'll get a chance to work 
on it this week and get it tidied up, and release a first version by the 
weekend, so if you (or anyone) is interested they can try it out.


Alex.

Simple benchmark:

I finished up with a pretty trivial example bit of code:


>    put the loc of grc "g1" into tmp
>    repeat 100 times
>   add 1 to item 1 of tmp
>   set the loc of grc "g1" to tmp
>   wait 0 with messages
>    end repeat

Notes:

0. Graphic "g1" is a simple, small circle.

1. if the graphic wanders off screen (out of window) the time taken 
drops to 0.


2. If you remove the "add 1 to item 1 of tmp" (i.e. the graphic remains 
in the same place), then again the time drops to effectively 0.


So with this simple code, I find that (on my aging Macbook Pro), those 
100 moves take between 125 and 275 ms (i.e. just about 1 to 2.5 ms per 
shape to move). And that variation is easily matched against the 
complexity of the surroundings the piece is moving through - if it moves 
over (or under) many other graphic objects, it takes clearly longer.


Good luck.

On 28/06/2020 01:09, David Bovill via use-livecode wrote:


I made a quick test - creating and animating small graphic circles along a complex 
curve with many points. It works fine with one or two animated spheres but I’d 
like to be able to animate >30 and it slows to a crawl after 4 or 5. I tried 
setting the layer mode appropriately for all the objects - but I’m doing this on a 
new MacBook Pro - and it does not make a difference.

Does anyone have an example stack with multiple animated objects that I can 
compar

Re: OAuth2 on Win10: not returning to my app

2020-06-30 Thread David Bovill via use-livecode
May be related but I’m having an issue with an old script returning cancel with 
oauth2 lib today - can’t debug will check in morning
On 30 Jun 2020, 23:19 +0100, Monte Goulding via use-livecode 
, wrote:
> It does sound like an issue with the redirect uri.
>
> Perhaps a configuration issue in your app on the endpoint? Some endpoints 
> will use the redirect uri from the request, some will ensure it matches 
> perfectly with your settings for your app on their portal, some will just use 
> the redirect in the portal settings.
>
> Whatever is happening, there is no HTTP request to localhost on your 
> specified port because if there was the dialog would close by itself.
>
> > On 30 Jun 2020, at 6:14 am, Richard Gaskin via use-livecode 
> >  wrote:
> >
> > I've been working with the Oauth2 lib included with v9 (superhandy, team, 
> > thanks!), and I've run into a snag:
> >
> > When I call it, the browser widgets opens and goes to the authentication 
> > provider (in this case Office 365), and authentication seems to work well.
> >
> > However, at that point I'd expect the browser widget's window to close and 
> > "it" would contain the approved auth scope info.
> >
> > Instead what I'm seeing is the browser widget window remains open, and it 
> > redirects into my Office 365 account. I can close the window manually with 
> > the "Cancel" button, but then "it" in my calling script contains "Cancel", 
> > no auth info.
> >
> > Have any of you successfully used LC's OAuth2 lib to log into MS Office 365 
> > or other MS product that uses OAuth?
> >
> > If so, what did you use for the redirect URL? Or is there something else I 
> > should be considering?
> >
> > TIA -
> >
> > --
> > Richard Gaskin
> > Fourth World Systems
> > Software Design and Development for the Desktop, Mobile, and the Web
> > 
> > ambassa...@fourthworld.com http://www.FourthWorld.com
> >
> > ___
> > use-livecode mailing list
> > use-livecode@lists.runrev.com
> > Please visit this url to subscribe, unsubscribe and manage your 
> > subscription preferences:
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>
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Re: OAuth2 on Win10: not returning to my app

2020-06-30 Thread Monte Goulding via use-livecode
It does sound like an issue with the redirect uri.

Perhaps a configuration issue in your app on the endpoint? Some endpoints will 
use the redirect uri from the request, some will ensure it matches perfectly 
with your settings for your app on their portal, some will just use the 
redirect in the portal settings.

Whatever is happening, there is no HTTP request to localhost on your specified 
port because if there was the dialog would close by itself.

> On 30 Jun 2020, at 6:14 am, Richard Gaskin via use-livecode 
>  wrote:
> 
> I've been working with the Oauth2 lib included with v9 (superhandy, team, 
> thanks!), and I've run into a snag:
> 
> When I call it, the browser widgets opens and goes to the authentication 
> provider (in this case Office 365), and authentication seems to work well.
> 
> However, at that point I'd expect the browser widget's window to close and 
> "it" would contain the approved auth scope info.
> 
> Instead what I'm seeing is the browser widget window remains open, and it 
> redirects into my Office 365 account.  I can close the window manually with 
> the "Cancel" button, but then "it" in my calling script contains "Cancel", no 
> auth info.
> 
> Have any of you successfully used LC's OAuth2 lib to log into MS Office 365 
> or other MS product that uses OAuth?
> 
> If so, what did you use for the redirect URL?  Or is there something else I 
> should be considering?
> 
> TIA -
> 
> -- 
> Richard Gaskin
> Fourth World Systems
> Software Design and Development for the Desktop, Mobile, and the Web
> 
> ambassa...@fourthworld.comhttp://www.FourthWorld.com
> 
> ___
> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription 
> preferences:
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Re: AR in LiveCode Browser?

2020-06-30 Thread Brian Milby via use-livecode
AR QuickLook is probably what is needed on iOS.  Introduced at WWDC 2018.  I 
would imagine that it could be done with a widget.  Not sure for Android.

Sent from my iPhone

> On Jun 30, 2020, at 1:10 PM, Dan Friedman via use-livecode 
>  wrote:
> 
> Ikea's app does this.  Many other apps also provide an in-app AR expierence. 
>   How are they doing it?   And how can I do this in my LC app?
> 
> -Dan

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Re: AR in LiveCode Browser?

2020-06-30 Thread Dan Friedman via use-livecode
Ikea's app does this.  Many other apps also provide an in-app AR expierence.   
How are they doing it?   And how can I do this in my LC app?

-Dan



On 6/30/20, 9:44 AM, "use-livecode on behalf of Mark Waddingham via 
use-livecode"  wrote:

On 2020-06-30 15:46, Dan Friedman via use-livecode wrote:
> Klaus,
> 
> No, mobile.  If I open the link (https://nexen.ehpec.com/usdz.html) in
> Safari on my iPhone, I get total interaction with the AR (Augmented
> Reality) object.  If I open the same URL in a LiveCode browser (native
> or widget) it doesn't open the object at all.

It seems that WKWebView (which is the embeddable browser framework on 
iOS, and the only one*) does not support AR files - 

https://stackoverflow.com/questions/60685400/ar-images-not-working-inside-the-wkwebview.

Warmest Regards,

Mark.

* On iOS there is only allowed to be one browser framework - the one 
Apple provides. Chrome and Firefox (and all other 'alternative' 
browsers) are just 'familiar' UI wrappers around WKWebView.

-- 
Mark Waddingham ~ m...@livecode.com ~ http://www.livecode.com/
LiveCode: Everyone can create apps

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Re: AR in LiveCode Browser?

2020-06-30 Thread Mark Waddingham via use-livecode

On 2020-06-30 15:46, Dan Friedman via use-livecode wrote:

Klaus,

No, mobile.  If I open the link (https://nexen.ehpec.com/usdz.html) in
Safari on my iPhone, I get total interaction with the AR (Augmented
Reality) object.  If I open the same URL in a LiveCode browser (native
or widget) it doesn't open the object at all.


It seems that WKWebView (which is the embeddable browser framework on 
iOS, and the only one*) does not support AR files - 
https://stackoverflow.com/questions/60685400/ar-images-not-working-inside-the-wkwebview.


Warmest Regards,

Mark.

* On iOS there is only allowed to be one browser framework - the one 
Apple provides. Chrome and Firefox (and all other 'alternative' 
browsers) are just 'familiar' UI wrappers around WKWebView.


--
Mark Waddingham ~ m...@livecode.com ~ http://www.livecode.com/
LiveCode: Everyone can create apps

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Re: No Replies (or anything)

2020-06-30 Thread Richmond via use-livecode

Ever so slightly 'offensive' message from Richmond.

Are you getting this?

Best.

On 30.06.20 18:24, Bob Sneidar via use-livecode wrote:

Hi all.

I’m not getting anything on the use list.

Bob S

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Re: No Replies (or anything)

2020-06-30 Thread Stephen Barncard via use-livecode
TESTING FOR BOB 1234


On Tue, Jun 30, 2020 at 08:25 Bob Sneidar via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Hi all.
>
> I’m not getting anything on the use list.
>
> Bob S
>
> ___
> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your
> subscription preferences:
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>
-- 
--
Stephen Barncard - Sebastopol Ca. USA -
mixstream.org
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RE: AR in LiveCode Browser?

2020-06-30 Thread Ralph DiMola via use-livecode
Just checked an my LG v20 is not on the supported list. I’m on Android 7 and 
have held off going to 8 because of a couple of v8 bugs on the LG v20. A this 
point I might just bite the Android 8 bullet to get AR ability. The v20 is not 
on the supported list but v8 should run AR. I also hang on to the LG V20 
because it has both an SD card and removable battery. I do a lot of backwoods 
hiking and having a spare battery is as comforting as my having my compass. 
Thanks for the push to upgrade.

 

Ralph DiMola

IT Director

Evergreen Information Services

rdim...@evergreeninfo.net

 

From: Dan Friedman [mailto:d...@clearvisiontech.com] 
Sent: Tuesday, June 30, 2020 11:05 AM
To: rdim...@evergreeninfo.net; 'How to use LiveCode'
Subject: Re: AR in LiveCode Browser?

 

Ralph,

 

On my old Moto it didn’t work.  However, one of the guys in my weekly poker 
game has a Note 10.  I opened that url on his Note 10 last night and it did the 
whole AR thing correctly.

 

-Dan





  _  

From: Ralph DiMola 
Sent: Tuesday, June 30, 2020 8:00 AM
To: Dan Friedman; 'How to use LiveCode'
Subject: RE: AR in LiveCode Browser? 

 

It looks like I was wrong about what engine is used for the browser widget(see 
Mark's comment) I commented after I tried it on my Android phone with Chrome. 
All I got was a request for a download of the usdz file. Talked before I fully 
investigated (ask Margaret about that). I thought that the browser would 
directly open the AR. I'm a little fuzzy on how to open and view these AR's.

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


-Original Message-
From: Dan Friedman [mailto:d...@clearvisiontech.com] 
Sent: Tuesday, June 30, 2020 10:47 AM
To: How to use LiveCode
Cc: Ralph DiMola
Subject: Re: AR in LiveCode Browser?

Ralph,

I tried the link in the Google App (which I assume uses Chrome) on my iPhone.   
It worked as expected, with total interaction with the AR (Augmented Reality) 
object.  But, it fails in a LiveCode browser (native or widget).

-Dan
 

On 6/29/20, 6:16 PM, "use-livecode on behalf of Ralph DiMola via use-livecode" 
mailto:use-livecode-boun...@lists.runrev.com%20on%20behalf%20of%20use-livec...@lists.runrev.com>
 > wrote:

The LiveCode browser uses Chromium. Chrome does not support AR usdz files.
This seems to be an Apple iOS 12+ only format. When looking for LC Browser
compatibility try URLs in Chrome. If the link works in Chrome 99.9% of the
time it works in the LC browser widget. There's no obstacle stopping it from
being implemented in Chrome(therefore Android) but I guess there's some
licensing issues(money).

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, June 29, 2020 7:48 PM
To: How to use LiveCode
Cc: Dan Friedman
Subject: AR in LiveCode Browser?

I am trying to display and use an AR object in a webpage in a LiveCode
browser.   It don't work!Feels like the LC browser (native or widget)
doesn't have access to the native AR features.   For example, if I open this
URL https://nexen.ehpec.com/usdz.html in Safari, it works great!   If I open
it in a LC browser, it doesn't launch AR.   Is the a limitation of LC?   Or
do I have to flip a switch somewhere?

Thanks in advance!
-Dan

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No Replies (or anything)

2020-06-30 Thread Bob Sneidar via use-livecode
Hi all. 

I’m not getting anything on the use list. 

Bob S

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Re: AR in LiveCode Browser?

2020-06-30 Thread Dan Friedman via use-livecode
Ralph,

On my old Moto it didn’t work.  However, one of the guys in my weekly poker 
game has a Note 10.  I opened that url on his Note 10 last night and it did the 
whole AR thing correctly.

-Dan


From: Ralph DiMola 
Sent: Tuesday, June 30, 2020 8:00 AM
To: Dan Friedman; 'How to use LiveCode'
Subject: RE: AR in LiveCode Browser?

It looks like I was wrong about what engine is used for the browser widget(see 
Mark's comment) I commented after I tried it on my Android phone with Chrome. 
All I got was a request for a download of the usdz file. Talked before I fully 
investigated (ask Margaret about that). I thought that the browser would 
directly open the AR. I'm a little fuzzy on how to open and view these AR's.

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


-Original Message-
From: Dan Friedman [mailto:d...@clearvisiontech.com]
Sent: Tuesday, June 30, 2020 10:47 AM
To: How to use LiveCode
Cc: Ralph DiMola
Subject: Re: AR in LiveCode Browser?

Ralph,

I tried the link in the Google App (which I assume uses Chrome) on my iPhone.   
It worked as expected, with total interaction with the AR (Augmented Reality) 
object.  But, it fails in a LiveCode browser (native or widget).

-Dan


On 6/29/20, 6:16 PM, "use-livecode on behalf of Ralph DiMola via use-livecode" 
 wrote:

The LiveCode browser uses Chromium. Chrome does not support AR usdz files.
This seems to be an Apple iOS 12+ only format. When looking for LC Browser
compatibility try URLs in Chrome. If the link works in Chrome 99.9% of the
time it works in the LC browser widget. There's no obstacle stopping it from
being implemented in Chrome(therefore Android) but I guess there's some
licensing issues(money).

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, June 29, 2020 7:48 PM
To: How to use LiveCode
Cc: Dan Friedman
Subject: AR in LiveCode Browser?

I am trying to display and use an AR object in a webpage in a LiveCode
browser.   It don't work!Feels like the LC browser (native or widget)
doesn't have access to the native AR features.   For example, if I open this
URL https://nexen.ehpec.com/usdz.html in Safari, it works great!   If I open
it in a LC browser, it doesn't launch AR.   Is the a limitation of LC?   Or
do I have to flip a switch somewhere?

Thanks in advance!
-Dan

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RE: AR in LiveCode Browser?

2020-06-30 Thread Ralph DiMola via use-livecode
It looks like I was wrong about what engine is used for the browser widget(see 
Mark's comment) I commented after I tried it on my Android phone with Chrome. 
All I got was a request for a download of the usdz file. Talked before I fully 
investigated (ask Margaret about that). I thought that the browser would 
directly open the AR. I'm a little fuzzy on how to open and view these AR's.

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


-Original Message-
From: Dan Friedman [mailto:d...@clearvisiontech.com] 
Sent: Tuesday, June 30, 2020 10:47 AM
To: How to use LiveCode
Cc: Ralph DiMola
Subject: Re: AR in LiveCode Browser?

Ralph,

I tried the link in the Google App (which I assume uses Chrome) on my iPhone.   
It worked as expected, with total interaction with the AR (Augmented Reality) 
object.  But, it fails in a LiveCode browser (native or widget).

-Dan
 

On 6/29/20, 6:16 PM, "use-livecode on behalf of Ralph DiMola via use-livecode" 
 wrote:

The LiveCode browser uses Chromium. Chrome does not support AR usdz files.
This seems to be an Apple iOS 12+ only format. When looking for LC Browser
compatibility try URLs in Chrome. If the link works in Chrome 99.9% of the
time it works in the LC browser widget. There's no obstacle stopping it from
being implemented in Chrome(therefore Android) but I guess there's some
licensing issues(money).

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, June 29, 2020 7:48 PM
To: How to use LiveCode
Cc: Dan Friedman
Subject: AR in LiveCode Browser?

I am trying to display and use an AR object in a webpage in a LiveCode
browser.   It don't work!Feels like the LC browser (native or widget)
doesn't have access to the native AR features.   For example, if I open this
URL https://nexen.ehpec.com/usdz.html in Safari, it works great!   If I open
it in a LC browser, it doesn't launch AR.   Is the a limitation of LC?   Or
do I have to flip a switch somewhere?

Thanks in advance!
-Dan

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RE: iOS Browser Widget and javascriptHandlers Update

2020-06-30 Thread Ralph DiMola via use-livecode
Filed QCC 22812

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 
Brian Milby via use-livecode
Sent: Monday, June 29, 2020 8:01 PM
To: How to use LiveCode
Cc: Brian Milby
Subject: Re: iOS Browser Widget and javascriptHandlers Update

Did you file a bug report?  I would not expect it to work like that.

Sent from my iPhone

> On Jun 29, 2020, at 6:15 PM, Ralph DiMola via use-livecode 
>  wrote:
> 
> Just a warning. I fixed this by deleting and recreating the Browser Widget.
> The Widget was created in v9.5.1 and apparently was not compatible 
> with v9.6.0. I changed the code to delete all browser widgets and recreate 
> them.
> I wasted a couple of days debugging and then creating a small test program.
> The test program worked and then the preverbal light bulb came on and 
> I deleted/recreated widget in full app... Voilà, everything worked. I 
> don't know how we can prevent things like this is the future? Maybe 
> widgets should have some sort of version code to warn you of this.
> 
> beware
> 
> LC 9.6
> 
> I create I browser widget. I add a JavaScript Handler using (set the 
> javascriptHandlers). Load webpage on an https server. The callbacks to 
> LC work OK in Win 10 IDE and on Android deployment. On iOS 13 testers 
> report the JavaScript call backs don't work first time but on 
> subsequent loads of the page it works OK. This is the initial problem. 
> So I fired up my test device to see what's going on. This is where it get 
> weird.
> 
> My test device is an iPad Mini running iOS 12.4.7 and JavaScript 
> Handler call back to LC never works. I put some JavaScript "alert"s in 
> the code for debugging. The alerts never show up but does show on Android and 
> in the IDE.
> The alerts also show up in Safari and Chrome on the same 12.4.7 device 
> just not in the browser widget. I verified that the remaining 
> JavaScript code in the page is actually running just fine but no 
> JavaScript Handler call backs or alerts are working.
> 
> Could there a plist permission issue? I'm at a loss... Any ideas?
> 
> Ralph DiMola
> IT Director
> Evergreen Information Services
> rdim...@evergreeninfo.net
> 
> 
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Re: AR in LiveCode Browser?

2020-06-30 Thread Dan Friedman via use-livecode
Klaus,

No, mobile.  If I open the link (https://nexen.ehpec.com/usdz.html) in Safari 
on my iPhone, I get total interaction with the AR (Augmented Reality) object.  
If I open the same URL in a LiveCode browser (native or widget) it doesn't open 
the object at all.

-Dan
 

On 6/30/20, 2:08 AM, "use-livecode on behalf of Klaus major-k via 
use-livecode"  wrote:

Hi Dan,

> Am 30.06.2020 um 01:47 schrieb Dan Friedman via use-livecode 
:
> 
> I am trying to display and use an AR object in a webpage in a LiveCode 
browser.   It don't work!Feels like the LC browser (native or widget) 
doesn't have access to the native AR features.   For example, if I open this 
URL https://nexen.ehpec.com/usdz.html in Safari, it works great! 

if I open that url in Safari, the .USDZ file gets downloaded and not 
displayed in Safari.
However I can open (and interact with) the file with QuickLook or even 
Preview.

We are talking about Desktop, aren't we?


Best

Klaus

--
Klaus Major
https://www.major-k.de
kl...@major-k.de


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Re: AR in LiveCode Browser?

2020-06-30 Thread Dan Friedman via use-livecode
Ralph,

I tried the link in the Google App (which I assume uses Chrome) on my iPhone.   
It worked as expected, with total interaction with the AR (Augmented Reality) 
object.  But, it fails in a LiveCode browser (native or widget).

-Dan
 

On 6/29/20, 6:16 PM, "use-livecode on behalf of Ralph DiMola via use-livecode" 
 wrote:

The LiveCode browser uses Chromium. Chrome does not support AR usdz files.
This seems to be an Apple iOS 12+ only format. When looking for LC Browser
compatibility try URLs in Chrome. If the link works in Chrome 99.9% of the
time it works in the LC browser widget. There's no obstacle stopping it from
being implemented in Chrome(therefore Android) but I guess there's some
licensing issues(money).

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, June 29, 2020 7:48 PM
To: How to use LiveCode
Cc: Dan Friedman
Subject: AR in LiveCode Browser?

I am trying to display and use an AR object in a webpage in a LiveCode
browser.   It don't work!Feels like the LC browser (native or widget)
doesn't have access to the native AR features.   For example, if I open this
URL https://nexen.ehpec.com/usdz.html in Safari, it works great!   If I open
it in a LC browser, it doesn't launch AR.   Is the a limitation of LC?   Or
do I have to flip a switch somewhere?

Thanks in advance!
-Dan

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Re: AR in LiveCode Browser?

2020-06-30 Thread Martin Koob via use-livecode
Thanks Mark

I have submitted a bug report for a documentation enhancement.
https://quality.livecode.com/show_bug.cgi?id=22811

Martin


> On Jun 30, 2020, at 7:56 AM, Mark Waddingham via use-livecode 
>  wrote:
> 
> It is on Mac, Android and iOS... Windows and Linux use CEF (which is derived 
> from Chromium - which Chrome is also derived from, albeit separately).
> 
> Warmest Regards,
> 
> Mark.
> 
> -- 
> Mark Waddingham ~ m...@livecode.com ~ http://www.livecode.com/
> LiveCode: Everyone can create apps
> 
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Re: Ansi-Pantsy

2020-06-30 Thread Paul Dupuis via use-livecode

On 6/30/2020 5:18 AM, Richmond via use-livecode wrote:
Why does fontLanguage return ANSI for English language fonts instead 
of romething like 'Roman'?


There is a fundamental mismatch between 'ANSI' and Unicode.

Richmond.

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I asked a similar question back on June 5th under the subject "Unicode 
and languages" and Mark Waddingham provided the following answer 
(essentially the fontLanguages function no longer applies)


--
Unicode doesn't deal in languages but 'scripts' e.g. English and French 
are both written in the Latin script, whereas Ukrainian can be written 
in either the Latin or Cyrillic script.


LiveCode gives you access to the unicode properties of all codepoints 
(as held by ICU) via the 'codepointProperty(codepoint, property)' function.


e.g. codepointProperty("A", "Script") => "Latin"
 codepointProperty(numToCodepoint(0x03B1), "Script") => "Greek"

This might at least help to cut out trying to spellcheck things which 
are definitely not the languages you do have dictionaries for.

--

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Re: AR in LiveCode Browser?

2020-06-30 Thread Mark Waddingham via use-livecode

On 2020-06-30 12:38, KOOB via use-livecode wrote:

That should be in the documentation. I looked at the dictionary for
Browser Widget and it didn't mention the browser engine it was using.
I just assumed it was native to the platform it was being used on.


It is on Mac, Android and iOS... Windows and Linux use CEF (which is 
derived from Chromium - which Chrome is also derived from, albeit 
separately).


Warmest Regards,

Mark.

--
Mark Waddingham ~ m...@livecode.com ~ http://www.livecode.com/
LiveCode: Everyone can create apps

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Re: AR in LiveCode Browser?

2020-06-30 Thread KOOB via use-livecode
Hi Ralph

Thanks for the info.

> The LiveCode browser uses Chromium.
> When looking for LC Browser
> compatibility try URLs in Chrome. If the link works in Chrome 99.9% of the
> time it works in the LC browser widget.

That should be in the documentation. I looked at the dictionary for Browser 
Widget and it didn't mention the browser engine it was using.  I just assumed 
it was native to the platform it was being used on. 

Martin

Sent from my iPad

> On Jun 29, 2020, at 9:16 PM, Ralph DiMola via use-livecode 
>  wrote:
> 
> The LiveCode browser uses Chromium. Chrome does not support AR usdz files.
> This seems to be an Apple iOS 12+ only format. When looking for LC Browser
> compatibility try URLs in Chrome. If the link works in Chrome 99.9% of the
> time it works in the LC browser widget. There's no obstacle stopping it from
> being implemented in Chrome(therefore Android) but I guess there's some
> licensing issues(money).
> 
> 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, June 29, 2020 7:48 PM
> To: How to use LiveCode
> Cc: Dan Friedman
> Subject: AR in LiveCode Browser?
> 
> I am trying to display and use an AR object in a webpage in a LiveCode
> browser.   It don't work!Feels like the LC browser (native or widget)
> doesn't have access to the native AR features.   For example, if I open this
> URL https://nexen.ehpec.com/usdz.html in Safari, it works great!   If I open
> it in a LC browser, it doesn't launch AR.   Is the a limitation of LC?   Or
> do I have to flip a switch somewhere?
> 
> Thanks in advance!
> -Dan
> 
> ___
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Re: AR in LiveCode Browser?

2020-06-30 Thread Richmond via use-livecode
It would have been helpful for the uninitiated like myself if you had 
explained that 'AR'

menat 'Augmented Reality' and that you were referring to USDZ files.

https://developer.apple.com/augmented-reality/quick-look/

As Klaus stated; I can view that thing in Preview, but NOT in Waterfox 
(Firefox side-job),
so expecting that to be displayed in the LC browser is probably 
expecting a bit much.


Richmond.

On 30.06.20 12:07, Klaus major-k via use-livecode wrote:

Hi Dan,


Am 30.06.2020 um 01:47 schrieb Dan Friedman via use-livecode 
:

I am trying to display and use an AR object in a webpage in a LiveCode browser. 
  It don't work!Feels like the LC browser (native or widget) doesn't have 
access to the native AR features.   For example, if I open this URL 
https://nexen.ehpec.com/usdz.html in Safari, it works great!

if I open that url in Safari, the .USDZ file gets downloaded and not displayed 
in Safari.
However I can open (and interact with) the file with QuickLook or even Preview.

We are talking about Desktop, aren't we?


Best

Klaus

--
Klaus Major
https://www.major-k.de
kl...@major-k.de


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Ansi-Pantsy

2020-06-30 Thread Richmond via use-livecode
Why does fontLanguage return ANSI for English language fonts instead of 
romething like 'Roman'?


There is a fundamental mismatch between 'ANSI' and Unicode.

Richmond.

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Re: AR in LiveCode Browser?

2020-06-30 Thread Klaus major-k via use-livecode
Hi Dan,

> Am 30.06.2020 um 01:47 schrieb Dan Friedman via use-livecode 
> :
> 
> I am trying to display and use an AR object in a webpage in a LiveCode 
> browser.   It don't work!Feels like the LC browser (native or widget) 
> doesn't have access to the native AR features.   For example, if I open this 
> URL https://nexen.ehpec.com/usdz.html in Safari, it works great! 

if I open that url in Safari, the .USDZ file gets downloaded and not displayed 
in Safari.
However I can open (and interact with) the file with QuickLook or even Preview.

We are talking about Desktop, aren't we?


Best

Klaus

--
Klaus Major
https://www.major-k.de
kl...@major-k.de


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Re: Mora Catalina permissions woes....

2020-06-30 Thread panagiotis merakos via use-livecode
Hello Paul,

I was thinking that a way to make things simpler, which might solve these
permissions woes is to not have the separate libraries folder sitting
outside the app bundle, but instead add the whole folder in the Copy Files
section of the standalone, and then in your code access this folder by:

local tLibsFolder
put specialFolderPath("resources") & slash & "OurStacks" into tLibsFolder
start using stack tLibsFolder & slash & myLib1.livecode
start using stack tLibsFolder & slash & myLib2.livecode
...

This has several advantages:

- The app file and the OurStacks folder will never be separated (e.g. by
the App Translocation security thing)
- The code for detecting and using the library stacks will become simpler
and cleaner
- And the most important - you will probably overcome these permissions
problems, since all you have to do now to distribute your app will be what
LC does. i.e. sign the .app, create a dmg and sign, notarize and staple the
dmg. No installers are needed.

Kind regards,
Panos
--

On Mon, 29 Jun 2020 at 22:34, Paul Dupuis via use-livecode <
use-livecode@lists.runrev.com> wrote:

> List Folks: A head up of a Catalina issue:
>
> If your code signed Standalone is trying to access stacks that are
> OUTSIDE the app bundle under Catalina, sometimes Catalina will not
> properly detect your apps need for access. You will not get an "App
> wants access to blah blah: Allow or Deny" dialogs and you app will throw
> a script error (if you have assumed successful access and not coded for
> errors)
>
> In our case, we have the App (bundle) and a folder of stacks that sits
> next to it, both in a containing folder that is what is installed where
> the user installs it. So
>
> FOLDER: OurAppFolder
>  > OurApp.app
>  >FOLDER: OurStacks
>  >> Some library stacks
>
> We construct a full path to each library stack in "OurStacks" in a
> variable called tLibrary and when we execute
> if there is a file tLibrary then
>start using tLibrary
> end if
> for the 1st library, we get a script error on the start using statement.
> The test for existence does return true.
>
> start: can't find object
>
> If you go to Apple (menu) > System Preferences (menu item) > Security &
> Privacy (panel) > Privacy (tab) > Full Disk Access and grant
> "OurApp.app" access, then subsequent launches work flawlessly.
>
> This is clearly a Catalina entitlements/permissions issue.
>
> We have distilled a test stack and have seen the error occur multiple
> times. The problem is we have not found a recipe that reproduces the
> error 100% reliably.
>
> I have seen discussions that suggest Apple has provided NO entitlement
> you can code sign your app with to allow full disk access. They see
> individual folder access (like Documents, Desktop, etc.) and Full Disk
> Access (which subsumes all individual folder access) as being only
> grantable by the user.
>
> QUESTIONS:
>
> 1) Any one else run into any situations where Catalina is failing to
> detect and ask for ANY given entitlement?
>
> 2) Any one else run into failures in detecting and asking for disk
> access entitlements?
>
> 3) If you have this problem, do you you tell customers to grant the app
> full disk access before running it? If so, how do you phrase that in a
> way that makes them comfortable and works?
>
> 4) Does anyone know of an entitlement for macOS Catalina that allows
> full disk access? Or even access to say the Applications folder?
>
>
> P.S. If we can produce a recipe that is reliable, we will file a bug
> report on this. At the very least, LC may want to update "start using"
> to return an error code so you don't have to trap it with a try...end
> try block.
>
>
>
>
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