youtube iframe api setPlaybackRate not working - youtube-iframe-api

I've been using the youtube iframe api in a web app that I've been working on, and the setPlaybackRate method stopped working a few days ago. When I use getAvailablePlaybackRates, it returns the normal list of rates(0.25-2), but I'm unable to change it. Anyone else having issues with the function?

This issue will be fixed soon. See: https://issuetracker.google.com/issues/130638003 Does not seem to happen.
But, as Foliovision puts it in his comment, there is an easy fix. In your scripts, replace
player.setPlaybackRate(...);
with
player.setPlaybackRate(Number(...));
That is, make sure that what you are passing to this method is actually a number. player.setPlaybackRate() must have become picky about what it accepts as an argument. In my case, for example, it was the value of the selected option in a <select> element which ceased to work.

Related

Google appmaker checkbox style broken

This may not be the right place to ask but did Google update their style? Everything is whacky! And Regular and Dark styled checkboxes are not showing properly even though they do seem to assume values.
I don't see the changes in the templates, so maybe I did something wrong somewhere, but I don't recall messing with global styles or anything like that.
Can someone help me understand what is going on? Thanks
EDIT: Answer I found here takes care of adding the css to the particular page through javascript, so adding the code into the onAttach function of the page takes care of my issue.

Hiding objects in unity without changing their state

I have a vague memory of a Unity video tutorial where the guy hid some objets while building a scene. The thing is that he dind't use the usual 'disable/enable the object via the inspector checkbox' and so he didn't have to worry to enable them later... moreover, as the objects were 'invisible but enabled', all attached behaviours were working.
As far as I remember the effect was pretty similar to moving the object into a hidden layer (but not changing the object layer but using a different Unity built-in action so he actually dind't change anything in the object).
I've been trying to remember how he did such a thing and looking around the editor to find the specific option but with no luck. Honestly, I'm beginnig to think that I might not be remembering correctly. Do anyone know about this 'hide objects without changing them' command?
Regards!
Sounds like he might have just turned the object's renderer off. Each GaneObject is going to have some kind of renderer as a property in the inspector (sprite renderer if its 2D, ect). He probably just disabled that as opposed to disabling the entire GameObject. Let me know if that helps!
I've just received by chance a link to a video on twitter (I think it's the very same I was trying to remember but I'm not 100% sure). Anyway it seems that my current Unity version 2018.3.3) doesn't include that 'Scene visibility' toggle; it seems to be available for 2019 Beta. . I didn't test it yet but it seems pretty straightforward, just click on a gray bar in the hierarchy bar, to the left of the object you want to 'hide'; the bar seems to work as a an visible/not visible toggle. Here a link to de video where you can see the thing working!
I hope it helps!!

Adobe Extendscript Photoshop Guides Visibility

Is there a way via extendscript (jsx) to get the visibility status of Photoshop' guides?
The code to show and hide the guides is the same code as it 'toggles' the guides on or off so it must know the status when this code is executed, but how do I get at it?
I appreciate this could be done via a preference switch but that seems an awkward hack for something this simple, especially as something somewhere must be accessing this 'property' during execution of the 'toggle' code.
What would be great is to have activeDocument.guides.visible property, returning either true or false. Is there anything like that?
EDIT:
OK. Further investigation reveals that creating a guide using guides.add does not automatically toggle guides ON, however, using the code generated via the scriptListener does.
I would rather use guides.add as its only one line of code compared to fourteen so in order to toggle the guides to ON I thought I could run a function that created and then deleted a guide using the scriptListener code during the onLoad of the HTML.
This works great, except getting this function to run only when a document is opened is now the new problem.
documentAfterActivate is supposed to be the code to do this except it doesn't work unless a flash panel such as kuler is opened first.
So the question now is really what part of the flash code is allowing documentAfterActivate to work properly and how can I use it in my code instead of opening a flash panel I don't need?
It doesn't look like you've got a direct toggle option. You'd need to record the position of the guides somewhere and use script listener code to clear them when you wanted to toggle them off and use the add method on the Guides object to re-add them.
Keep in mind that even getting to the guide position via the photoshop DOM wasn't avail before CS4 I think? maybe CS5.
And i realised I just mis-read your question quite a bit. Anyway, this way you'd also know if the guides were visible based on whether or not they are there :) But yes, it isn't as nice as it could be.
The solution:
As stated, the workaround is to create and delete a guide with the fourteen lines of code from the scriptListener.
This toggles the guide visibility to ON regardless of its current state.
I can then save this status as a preference using putCustomOptions.
A function to do this is fired during the onLoad of the HTML but only when a document is opened otherwise guide creation fails.
documentAfterActivate does not work as expected unless a further flash panel (such as Kuler) is also opened beforehand.
An alternative to documentAfterActivate is to register the open event using CSevent instead.
The code can be found HERE.

Disappearing whitespace when inspecting element in Chrome

I've got a super strange and hard to diagnose issue. Hoping that someone on this forum has run into it before. Basically, I have a wordpress + woocommerce page loading like this:
As you can see there is a lot of extra whitespace. The problem is I can't figure out where the whitespace is coming from because every time I inspect element, the page removes the whitespace immediately and it looks (correctly) like this:
If I keep the "inspect element" window open and refresh the page, the whitespace returns, but as soon as I change the CSS in any way whatsoever (ie remove a random attribute or change anything), the page once again fixes itself.
If I locate the area where the whitespace should be (by not changing anything), there is literally nothing there that the whitespace is attached to. It's as if it's invisible.
I'm using Chrome (34.0.1847.131 m). Any ideas what could cause this strange behaviour?
This seems like an issue, somehow being caused by javascript. I've worked with WC before, and the JS they use is really buggy. I'd suggest trying to turn off javascript, and see if the issue still occurs. The next place to check would be the template itself. After that, check woocommerces filter set/action hooks. From my experience, WC's templates are super badly done (Seriously, who still uses tables). It caused me all sort of weird headaches as well.

Row numbers for JS console when using apigee

I'm using the apigee JS SDK for web development. When I'm trying to debug in my web browser, it's really frustrating, since the Javascript console logs page and row number seems to get overwritten. See the image below. Instead of saying user.js:65 it will say apigee.js:2975, for every single error. It makes it much harder to debug. Is there any way around this?
If you have the arrow on the left side of the error you can expand and see the full stack.
https://developers.google.com/chrome-developer-tools/docs/javascript-debugging?hl=zh-TW#viewing-exception-stack-trace

Resources