casperjs fake flash supper - phantomjs

as far as I know casperJS & phantomJS don't support flash anymore. Is there any possilibty to fake the Flashsupport in capserJS, so I don't get any warnings that flash isn't running etc...
Would be nice if someone would have a pointer

I was able to achieve flash support only when started using old version of phantomjs 1.4.0

Related

How to setup Selenium 4 for old Chrome version?

By some project reasons I have to use Selenium 4 (4.0.0-rc3) and Chrome version 71.
Of course the current chromedriver (version 94) doesn't work with old chrome.
I have downloaded the source code of chromium project for debugging and try to understand how actually driver works with selenium. Probably I will try to make my own driver version but at this moment it seems like an inefficient solution.
I am really stuck with this and will be happy to get any advice.
Is it possible just to configure driver by capabilities (or any parameters) for working with old chrome?
The Chrome version you're targeting Chrome 71 is already deprecated. Using Selenium 4 with this much obsolete version of Chrome will not work and I think apart from creating your own code piece, there is nothing much you can do.
Using such an obsolete piece of software, in this age of internet, will open a pot of bugs for you, and if you use this to connect to internet, then chances are people may exploit any hidden security vulnerabilities to attack your application.
I would strongly suggest you to talk within your project team to use an updated version of Chrome.
ChromeDriver 2.46 will work with Chrome 71.

inVerse (from Converse.js) plugin to OpenFire doesn't work on IE11

We have an internal Windows server with OpenFire 4.5.1 with inVerse 6.0.1 Release 1 installed. The plugin works great from Chrome browser and Edge browser, but I really need it to also work from IE11, if possible. When initial page loads, there are 2 errors:
IE11 console image
If you can't see the image: 1. Syntax error converse.min.js (55,35487) 2. 'converse' is undefined inverse (43,17).
Looks like a show-stopper. Not sure how or if a fix is available.
Thanks!
From the Converse Github issue, we can see that there have many threads about Converse plugin not support IE browser. Such as: Support for IE 11 and iOS Safari 9.3
According to these issues, we can know that Converse uses quite a few features not supported by IE11, not just arrow functions. So, perhaps this plugin doesn't support IE browser or it needs to install some Polyfill. You could contact Converse developer team and ask them whether there have a workaround, or feedback this issue to Converse Issue forum.

Is it possible to check and set wx.html2 to use WebKit on Windows?

Is it possible to do a combination of a check and a engine-switch on Windows for wx.html2 in wxPython 2.9.4.0 (development version)?
What I want to achieve is; to let the wx.html2 library use WebKit on Windows if Safari, Chrome or Opera (WebKit/Blink) is installed.
Does anyone have any experience with this and maybe how to achieve it? I also wonder where wx.html2 looks for the engine on each OS and how it asks to render it.
I tried using wx.webkit. But there are so many issues like; lack of documentation and the implementation of the object seems to break on different operating systems.
How does wxPython know to use Webkit? It doesn't, it's parent library, wxWidgets does a compile-time check. It assumes Webkit is installed if it's built on Mac or Linux, and assumes IE is installed if it's on Windows.
If you really want WebKit/Blink, then perhaps consider CEFPython, an embedded Chrome. There's an example at that link of a (very simple) wxPython application.

Direct3D app screws up XULRunner

I have an app using a render engine which can switch between D3D and OpenGL (on Windows at least!) We also use XULRunner for embedded web-browser functionality. XULRunner also appears to use D3D and when our engine is in D3D mode, XUL stops working - it just renders black the whole time.
"Use OpenGL" isn't the answer I'm looking for, so what can I do? We are using D3D9.
edit: Apparently GL support is immature, on non-Windows platforms no hardware acceleration is used by default. We've tried to disable it but either there is another bug, or we're not using the right flags. I can't find a good reference for them.
edit: Current release versions of XULRunner as used in FF 3.x don't support hardware acceleration. And yet still, the moment a D3D9 device is created, the Gecko render engine starts painting solid black.
An old question, but both these threads have answers:
DirectX Firefox Plugin rendering artifacts
Writing a plugin using NPAPI + D3D. It works on Firefox, but the browser blacks out. Why?

Safari3 and Safari4 side by side

I've just read about the release of Safari4 (beta) and its much improved Javascript engine.
I was planning to start playing with it, but I am wondering if anybody knows if both Safary 3 and Safari 4 can be run side by side.
You could run Safari 3 and use the nightly builds of Webkit to test the new engine. You'd be still missing the new features like Cover Flow and Top Sites though.
Try this
Safari normally use the Web Kit
framework found inside Mac OS X to
render web pages and execute
javascript. This means that if you
preserve an old version of Safari to
run it on a newer version of Mac OS,
it will use the newer Web Kit found in
the system and you will get the same
results as with the newer version.
However, the link has some stand alone versions that you can install.
There's also this which shows how to create your own stand alone version.
Beatnik Pad has a quick tutorial that shows how running Safari 4 Beta and Safari 3 side by side can be accomplished.