Does ot-br-posix only support RCP? - openthread

Google has changed the Default Mode of Border Router to use RCP since last year, so is it correct that ot-br-posix provided by Openthread only supports RCP?

The support of wpantund in OpenThread's ot-br-posix was dropped with: https://github.com/openthread/ot-br-posix/pull/403. All later ot-br-posix commits rely on the RCP model.

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Is there any way to enable extensions or features after an instance/device is created?

I'm doing some wrapper job with Vulkan, to make the API more safe, and I wondered if I can create an instance or device first, and enable extensions or features later.
First, according to the spec:
VUID-VkDeviceCreateInfo-pProperties-04451
If the VK_KHR_portability_subset extension is included in pProperties of
vkEnumerateDeviceExtensionProperties, ppEnabledExtensionNames must
include "VK_KHR_portability_subset"
This looks fine, but notice that to enable VK_KHR_portability_subset extension on a device, you must enable its dependency VK_KHR_get_physical_device_properties2, which is an instance extension. This makes the fact that an instance must enable VK_KHR_get_physical_device_properties2 anyway in case the 04451 will check when a device is creating.
Secondly, it will be convenient to enable features later, for example if a user passed some parameter in, which requires some features, I can implicitly enable them for this user.
Features and extensions are specified at creation time. They're an innate part of the instance or device from that point forward. They cannot be modified later.
You can create new instances or devices. But you can't change existing ones.

How can I change another dataSource (not default c3p0) in Play 1.4.3

In Play 1.4.3, the default pool is c3p0. I wanna change it.
Something like follows:
db=java:/comp/env/jdbc/myDatasource#
db=jndi:jdbc/myDataSource
how can I config to make it work?
Changing the pool would effectively mean changing the framework code itself, since it's "bundled" with Play.
One way to do this is to clone Play from GitHub (https://github.com/playframework/play1) so you can make whatever low-level changes you like.
Alternatively, you could look at the 1.5.x releases, which use HikariCP as the connection pool out of the box.

Worklight Direct update

Does anybody know what if direct update updates everything that lives in the common directory structure. I used the same code base for multiple apps, the only change being certain settings within a js file that tells the application how to act. Is there a directory i can put that js file that would be safe from the direct update feature?
I cant seen to find any specific information on IBM's website.
I think you guys need to be careful which terms you are using in order to not confuse people who may be looking for similar help.
Environments are specific to the OS you are using. iOS, Blackberry, Android, and etc. environments.
Skins are based on the environment, and aren't generic to all platform. When you create a skin you must choose which environment you are running in.
So to correct some, direct updates will update all skin resources in targeted environments.
For example: You have an app with Android and iOS versions
When you create skins, you are creating essentially a responsive type of design to your parameters. For instance, if you have a 2.3 vs 4.2 Android OS, you can set a look and feel for both. However, these utilize a single web resource base. The APK would be the same for both versions of the app (by default) and have 2 available skins. On runtime utilizing IBM Worklight's 'Runtime Skinning' (hence the name) it goes through the parameter check for the OS and loads that skins overriding web code.
You could technically override all of the web code to be completely different for both skins, but that would be bulky and inefficient.
When you direct update you are updating all the resources of that particular environment (to include both skins), not the common folder/environment.
So an updated Android (both skins) would have updated web resources (if you deployed the android wlapp) and an iOS version would stay the same.
If you look at the Android project after build (native -> assets -> www -> default or skin) you can find the shared web resources generated by the common environment. However that is only put there every time you do a new build.
In the picture, I have an older version of the Android built for both skins on the left. On the right is a preview of the newer common resources after deploying only the common.wlapp. So you can see that they are separate.
Sorry if it was long winded, but I thought I would be thorough.
To answer the original question, have you thought of having all the parameters of the store loaded from user input or a setup? If you are trying to connect to 3 different store, create some form for settings control that will access different back ends or specific adapters. You could also create 3 different config.js that load depending on the parameters that you set so that you set. The other option is to set different versions of your apps specific to the store.
Example. Version 1.11, 1.12,1.13 can be 3 versions of the same app for store 1, 2, & 3. They can be modified and change and have 3 sets of web resources. When you need to update, jump up to version 1.21, 1.22,1.23. It seems a bit of a work around, but it may be your best bet at getting 3 versions of the same app to fall within the single application category. (keep 3 config.js types for modifying for the 3 stores).
To the best of my knowledge Direct Update will update every web resource of the skin you're using (html, css, js). However, I'm no expert with it.
If you're supporting only Android and iOS applications and need a way to store settings I recommend JSONStore. Otherwise look into Cordova Storage, Local Storage or IndexedDB.
Using a JSONStore collection called settings will allow you to store data on disk inside the app's directory. It will persist until you call one of the removal methods like destroy or until the application is uninstalled. There are also ways of linking collections to Worklight Adapters to pull/push data from/to a server. The links below will provide further details.
the only change being certain settings within a js
Create a collection for your settings:
var options = {};
options.onSuccess = function () {
//... what to do after init finished
};
options.onFailure = function () {
//... what to do if init fails
}
var settings = WL.JSONStore.initCollection('settings',
{background: 'string', itemsPerPage: 'number'}, options);
You can add new settings after initCollection onSuccess has been called:
settings.add({background: 'red', itemsPerPage: 20}, options);
You can find settings stored after initCollection onSuccess has been called:
settings.findAll({onSuccess: function (results) {
console.log(JSON.stringify(results));
}});
You can read more about JSONStore in the Getting Started Modules. See Modules: 7.9, 7.10, 7.11, 7.12. There is further information inside the API Documentation in IBM InfoCenter. The methods described above are: initCollection, add and findAll.
Since version 5.0.3 I think, direct update will not update all the webresources, only those of the skin you are using.
say you have skin def and skin skin2
you are on def
make change to def on the server -> you will get a direct update for
def only
make change to skin2 on server-> no direct update for you.
you are on skin2:
make change to skin2 on server -> direct update for skin2 only
make change to def javascript which also resides on skin2 ( and therefor end result is def+skin2 concatination), update only skin2
make change to def,just to a picture(also checking pic extension from application-descriptor: ") -> no direct update
Thats how direct update works.
Please also share some more details about what is the problem, I see you use a js file, where do you change it? what do you mean excatly, give a better (simplified) real life example, because it is unclear what you are trying.

why [<supports-screens android:anyDensity="true"/>] should be set for robotium explicitly?

As it said in this QnA
some functions in robotium required anyDensity to be set as true in the AndroidManifest.xml file.
but it said in the android doc that applications that support android 1.6 and higher, it is true by default.
then, why should this be set explicitly?
android:anyDensity Indicates whether the application includes
resources to accommodate any screen density. For applications that
support Android 1.6 (API level 4) and higher, this is "true" by
default and you should not set it "false" unless you're absolutely
certain that it's necessary for your application to work. The only
time it might be necessary to disable this is if your app directly
manipulates bitmaps (see the Supporting Multiple Screens document for
more information).

Problems after Qooxdoo migration to 1.3-pre

I checked out the latest SVN trunk of qooxdoo and now i have the following problems:
Some events seems that they are not comming through
Virtual Lists are not filled anymore (the _createWidget() method of the extension from qx.ui.virtual.cell.AbstractWidget is not called)
My original version was QX 1.0.1-pre and the problems appeared also when i tried to migrate to 1.2
Just to get the obvious stuff out of the way, did you follow the steps of the migration guide and make any necessary changes outlined in migration.log?
Aside from that, the virtual widgets are still experimental and no migration path is provided, meaning you'll have to go over your code and check if the parts of the ui.virtual API you're using have changed since 1.0.1.
For the missing events, please provide some more information: What events are you listening for?
The problem with the event seems to be a bug in Qooxdoo