FireBreath | Browser Plugin framework
kandi X-RAY | FireBreath Summary
kandi X-RAY | FireBreath Summary
FireBreath is a cross-platform browser plugin framework. It supports ActiveX and NPAPI on Windows, Mac OS X, and Linux (probably other unix-derivitives as well).
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Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of FireBreath
FireBreath Key Features
FireBreath Examples and Code Snippets
private void decreaseKey(HeapNode x, int delta) {
int newKey = x.getKey() - delta;
x.key = newKey;
if (x.isRoot()) {//no parent to x
this.updateMin(x);
return;
}
if (x.getKey() >= x.p
@CommandHandler
public void handle(DecrementProductCountCommand command) {
if (orderConfirmed) {
throw new OrderAlreadyConfirmedException(command.getOrderId());
}
if (count <= 1) {
apply(new Pro
def decrease_key(self, tup, new_d):
idx = self.pos[tup[1]]
# assuming the new_d is atmost old_d
self.array[idx] = (new_d, tup[1])
while idx > 0 and self.array[self.par(idx)][0] > self.array[idx][0]:
s
Community Discussions
Trending Discussions on FireBreath
QUESTION
When I try to list videos with playlistItems.list
, I seem to not be getting the channelId
of the video anywhere. The video owner is different than the playlist owner, mind you.
Here is an example in Google API Explorer
I'm requesting one item from the playlist with an ID of PLgMGySfO8dl_IybGLflF1QhHwhBkOyZg7
. The one item returned is a video with an ID of tDHxiDA1Y6s
. I'm expecting to see the channel with an ID of UCOfEKi7Qkc3g5XNoQSl3D8Q
somewhere, but I don't see it.
I do see UC1bSfMYJEqh7DTSOsbe_t8Q
as a channel ID, but that's the channel ID of the owner of the playlist, not of the video. Also I noticed in the fields editor that there should be a field snippet.resourceId.channelId
, but even if I have it selected to be included, as you can see in the example result below, I do not get any value there.
Is there any way to get the channel IDs included of the videos without a second request?
This is the result I get:
{
"kind": "youtube#playlistItemListResponse",
"etag": "\"XI7nbFXulYBIpL0ayR_gDh3eu1k/rEUHufzTzfkJMLVrD2pBtEz5OWY\"",
"nextPageToken": "CAEQAA",
"pageInfo": {
"totalResults": 30,
"resultsPerPage": 1
},
"items": [
{
"kind": "youtube#playlistItem",
"etag": "\"XI7nbFXulYBIpL0ayR_gDh3eu1k/2VurTVExuTlDwFHQ3ULfjL-KM7U\"",
"id": "UExnTUd5U2ZPOGRsX0l5YkdMZmxGMVFoSHdoQmtPeVpnNy41NkI0NEY2RDEwNTU3Q0M2",
"snippet": {
"publishedAt": "2018-05-26T11:37:02.000Z",
"channelId": "UC1bSfMYJEqh7DTSOsbe_t8Q",
"title": "Unreal Tournament - Soundtrack (UMX)",
"description": "Music by Alexander \"Siren\" Brandon and Michiel van den Bos.\n\"enigma\", \"seeker\", \"seeker2\" by Daniel \"Basehead\" Gardopée.\n\"FireBreath\" by Tero \"Teque\" Kostermaa and Kaj-Eerik \"Nitro\" Komppa.\n\"mechanism eight\" by Andrew \"Necros\" Sega.\n\"Razorback // Unreal mix\" by Peter \"Skaven\" Hajba.\n\nTracks:\n00:00 BOTPACK #9(By Michiel)\n04:51 BOTMCA#10 (By Michiel)\n09:13 Cannonade\n11:11 Colossus (Michiel)\n15:30 The Course\n20:01 Room of Champions\n22:17 Shared Dig\n28:03 Into the darkness (Ending.umx)\n29:53 unreal add-on (enigma)\n33:19 -xTREMELY xECUTABLE-\n35:31 FireBreath\n38:48 Foregone Destruction\n43:02 Go Down\n46:05 Guardian\n47:50 Nightvision - Sandman/KFM\n51:58 Lock\n54:44 mechanism eight - necros\n1:01:38 Mission Landing\n1:05:53 Nether Animal\n1:10:56 Organic\n1:14:01 Phantom\n1:20:04 Razorback // Unreal mix\n1:24:56 RipCord\n1:27:08 Riverb3\n1:29:05 Run\n1:33:41 Dream Tear Down\n1:38:54 Save Me (SaveMe.umx)\n1:40:47 Save Me (Savemeg.umx)\n1:42:41 unreal add-on (seeker)\n1:46:34 unreal add-on (seeker2)\n1:50:01 Skyward Fire\n1:55:00 Into the darkness (Strider.umx)\n1:57:45 Submarinebase 2\n2:01:51 SuperFist\n2:03:51 Underworld II\n2:07:02 Unreal Tournament Menu\n2:09:04 Unreal Tournament Title\n2:10:33 Three Wheels Turning\n\nA few titles and credits information taken from the Liandri Archives.",
"thumbnails": {
"default": {
"url": "https://i.ytimg.com/vi/tDHxiDA1Y6s/default.jpg",
"width": 120,
"height": 90
},
"medium": {
"url": "https://i.ytimg.com/vi/tDHxiDA1Y6s/mqdefault.jpg",
"width": 320,
"height": 180
},
"high": {
"url": "https://i.ytimg.com/vi/tDHxiDA1Y6s/hqdefault.jpg",
"width": 480,
"height": 360
},
"standard": {
"url": "https://i.ytimg.com/vi/tDHxiDA1Y6s/sddefault.jpg",
"width": 640,
"height": 480
},
"maxres": {
"url": "https://i.ytimg.com/vi/tDHxiDA1Y6s/maxresdefault.jpg",
"width": 1280,
"height": 720
}
},
"channelTitle": "amcsi",
"playlistId": "PLgMGySfO8dl_IybGLflF1QhHwhBkOyZg7",
"position": 0,
"resourceId": {
"kind": "youtube#video",
"videoId": "tDHxiDA1Y6s"
}
},
"contentDetails": {
"videoId": "tDHxiDA1Y6s",
"videoPublishedAt": "2011-05-02T19:50:49.000Z"
}
}
]
}
ANSWER
Answered 2018-Nov-20 at 22:08As you suspected, a call to PlaylistItems returns the channel ID of the playlist owner. To get the original channel ID of the videos in the playlist, you'll need a second call to the videos endpoint with the video IDs.
QUESTION
At the start I'd like to note that I've spent some time researching this issue and suggested solutions for similar questions like this one didn't help me.
Problem backgroundI need to migrate a Firebreath plugin project (which I haven't worked on previously) from PC_1 to PC_2.
As far as I'm aware the project was started on PC_1 on Visual Studio 2010 and later moved to Visual Studio 2013 Pro. There's one solution consisting of 19 projects. I have an instruction which says that in order to get the plugin installer I should first Build project_x and after that Build project_y_WiXInstall. Both steps work without any issues on this machine.
Then there's PC_2 which had Visual Studio 2015 Community installed before I started working on it. I've removed it, installed Visual Studio 2013 Pro (version 12.0.21005.1 REL - exactly the same as on PC_1), moved all of the needed files and I'm trying to get rid of all of the compilation errors. So far I figured out I had to install Cmake 2.8, Windows Driver Toolkit 7.1 and manually override an incorrect VCTargetsPath MSBuild variable
Problem descriptionCurrently when I try to compile the project on the new machine I get these two errors (this is an image link since I can't embed images yet on this account). I'm not sure what's going on with the first error message since it looks incomplete and the file CUSTOMBUILD doesn't exist, but I'm not bothered by it too much since the previous compilation error I fixed also had a similar "artifact" as the first error and it disappeared after fixing the second one.
The covered part of the second error message is the project path. The error origin (Microsoft.Cpp.Platform.targets file, line 64) looks like this:
...ANSWER
Answered 2018-Sep-22 at 02:43So the thing you're missing here is that FireBreath projects are built using CMake -- the actual contents of the build directory should always be completely temporary and never stored in source control. To build the project on a new computer you need to run the prep command again from scratch.
If the previous maintainer changed the build files manually and/or migrated it to a newer version of visual studio without using cmake to do it then they did some very ugly things and all bets are off... good luck.
This is why all the firebreath documentation (I wrote most of it) strongly urges that the build directory be transient and you always do project file updates in cmake.
Hope that helps!
QUESTION
I tried both npapi
and firebreath
, but all of them only work well on Firefox, and easily stuck on Chrome . the function I wrote in plugin is the simplist "return 0;"
. i processed the Xemd case.
ANSWER
Answered 2018-Aug-27 at 17:59I'm not sure what versions you are using; Chrome discontinued support for NPAPI plugins (supported by FireBreath 1) in 2014; Firefox discontinued support for NPAPI plugins in Firefox 52, though I believe there was a LTS version of firefox 52 which continued to support them for another year and a half (which is likely over by now).
In short, NPAPI is pretty much dead -- the last holdout in generally used browsers is Safari and it's going away with the release of macOS Mojave.
There is a way to write a firebreath 2 plugin and make it work via native messaging but it's a bit of a complicated process and it's not super well documented; you can find information on the firebreath-dev google group and ask clarifying questions there.
QUESTION
Windows7 using VS2013 development of a plug-in, and perfect running on ie8
, now transferred to Windows XP, ie8 browser can not load plug-ins.
I take the measures:
- VS2013 on Windows 7, select the v120_xp, but there is no effect;
- Install the XP system, VS2010 in the virtual machine,Run Firebreath demo again,the following error occurred:
Can not open the program database "d: \ firebreath-master \ build \ npapicore \ npapicore.dir \ debug \ vc100.idb"
how can i do?@taxilian
ANSWER
Answered 2017-May-09 at 15:20In general, it's not particularly appropriate to call out a specific person to answer a question on stackoverflow. I do monitor this tag, so I see it, but just so you are aware =]
There are three basic reasons why a plugin may not load:
- The plugin is not registered correctly
- This shouldn't be possible, since firebreath takes care of that for you; can't guarantee that nothing went wrong, of course. The only way to troubleshoot this is to learn how registration works and double check everything.
- The plugin DLL has libraries which are not available on the system
- This would be my #1 guess as to what is happening; the best way to check is to use Dependency Walker to see what dependencies it has that may not be available;
ieshims.dll
is a common one to see looking like it isn't there when it works, but most anything else is likely to be a problem. It's quite possible that there are dependencies added by vs2013 that aren't there with vs2010; I'd also verify that the target set in win_common.h in firebreath is correct for windows XP.
- This would be my #1 guess as to what is happening; the best way to check is to use Dependency Walker to see what dependencies it has that may not be available;
- The plugin may actually be loading but then crashing immediately.
- The easiest way to test this would be to add a call to __debugbreak() early in the plugin lifecycle; this will make it look like it crashed but let you attach a debugger.
If none of that helps I'd recommend using the firebreath-dev google group which is a more appropriate place for a discussion.
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