PROCESS 4D TAGS has been enhanced with each 4D version and the latest additions as 4DCODE have drastically increased the use cases. What was previously a single line of code, is now often many lines, even pages, of 4D code.
Have you ever needed to use methods with both thread-safe and not thread-safe calls, with conditions that skip over commands that are not thread-safe? Currently the compiler prevents doing this and an error is thrown, however there’s a flag that lets you disable this check and this blog post shows you how.
Do you need to build a customized 4D connection dialog? Interested in connecting your client application to different servers? Two different scenarios that 4D v18 allows you to handle. This blog post is for you if you want to create a custom remote connection dialog or deploy merged, standalone 4D applications to merged 4D servers. Keep reading!
Project databases, available in beta in the latest 4D v 17 R-Releases, are now available for production in 4D v18! Among the many changes in 4D v18 is the way user and groups are managed … it’s become much easier, especially deployment. This post will briefly highlight everything you need to know about these changes.
4D v18 introduces a new architecture for files and folders to keep your deployed macOS package and Windows application folders intact. In a nutshell, the logs folder and all user-based settings, including 4D backup settings, are now stored next to the data file. In fact, the settings exist twice; one next to the structure to use as default settings for new data files, and one beside the data file, storing user changes.
As a result, the folder containing the structure can be read-only, since nothing is modified inside (*). Deployment becomes easier because the structure folder can simply be replaced, nothing within it needs to be copied beforehand.
(*) only in project databases. In binary databases the user & password tables are stored in the structure, so the folder must not be read-only.
As a 4D developer, you may have already encountered a need to develop applications without a graphical user interface (GUI), otherwise known as a headless applications. Previously in 4D, this wasn’t entirely possible to do …. until 4D v18! In this blog post, we’ll go through some of the newly available capabilities so you can make your applications “headless”!
Why create headless applications? There are several use cases such as simulating Windows behavior on macOS, or having the Windows service behavior without using the service manager, and so on. But above all, it opens new opportunities such as developing bots with 4D.
With 4D v17 R5, we’ve improved the debug logs by adding methods and allowing each process to be traced independently. With this R-release, we’ve gone a step further by shipping a debug logs analyzer tool to help you monitor process execution. You’ll be able to see which processes are the most consuming, the call chain with the corresponding running time, and much more.
When programming an application, you may need to know where you are in your code, especially when one method calls other methods, which may then call other methods. That’s why it’s very helpful to see the chain of methods, or the call chain, during the debugging process. For this, 4D v17 R6 provides the new Get call chain command to give you an insight into the executed code. Now you won’t have to worry about getting lost anymore!
Using ORDA to access large tables (especially those with relations) in Client/Server mode has been greatly enhanced. With 4D v17 R5, you’ll see 2-3xs improved LAN performance and up to 30xs faster WAN performance. And best of all – there’s no need to change anything in your code, it’s all automatic. Interesting, isn’t it? Well, let’s delve into the details.
As a 4D developer, you may have already activated the debug log to troubleshoot problems. 4D v17 R5 introduces several improvements to help you analyze these files, such as logging only the current process and logging calls to member methods (collection or object methods).
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