Removing platform.sh integration from DDEV - integration

I set up platform.sh integration with DDEV according to the docs: https://ddev.readthedocs.io/en/latest/users/providers/platform/
However, now I want to remove that integration, but the docs don't say how to do so. Can anyone assist?

In the end I removed .ddev/.ddev.platformsh.yml and reloaded DDEV. It worked, but there are still traces left in my file system. I wish there was an uninstaller.

Related

Phpstorm shows js files as updated

When doing "Sync with deployed on ..." in phpstorm, the diff shows as if all local js files were updated recently and thus offers to upload them even they were not changed or most recent changes are on the server. Anyone had this weird issue or knows how to fix it?
The GUI allows you to switch to "Compare by: Content". Note that this will be more bandwidth-intensive than comparing by modification date.
See e.g. this for a screenshot: https://www.jetbrains.com/phpstorm/help/comparing-deployed-files-and-folders-with-their-local-versions.html

view.run_command("example") not working

I created first plugin for sublime text 3 with name relative:
import sublime, sublime_plugin
class ExampleCommand(sublime_plugin.TextCommand):
def run(self, edit):
self.view.insert(edit, 0, "Hello, World!")
Then save it to path
/pathToSublime3/Packages/relative/relative.py
Then try to test it in command window (cntrl + `):
view.run_command('example')
I expected to see Hello, World! in the beginning of current opened file, but fail. What I do wrong?
If your experience was like mine, you may have copied several super basic plugins to try to find one that worked. I think the failure of the others was affecting the Hello World one. For what it's worth, here are the things I did that seem to have worked.
I'm using ST3 on Win7, so maybe there are differences in plugin development between that and ST2.
Note that as I tried many different permutations of these, I don't exactly know which ones are the real fix. But if these get you working, then maybe you can start making incremental changes and see when it breaks.
Moved all *.py files that were my plugins into "Packages" folder. (I read many posts that said that plugin files in the "Packages\User" or "Packages\NameOfPlugin" folder should be read, but I haven't tried them yet. I put it in "Packages" to make sure that finding the files wasn't a problem.)
Restart Sublime after every change. (The docs say you don't have to, but if you have errors in your plugins, it seems that the auto-reload feature doesn't work. Which kinda makes sense. Once I got the errors out of all my plugins, the auto-reload feature started working correctly.)
A few of the simple/tutorial plugins I copied off the web (even some from sublimetext.com!) referenced/imported "sublimePlugin" which errorred on my ST3 Win7 instance. Apparently the correct library to import is "sublime_plugin". The two places this is used, in basic plugins, are 1) at the very top in the import section, as well as 2) in the class line, which I'll illustrate below...
# didn't work for me...
class ExampleCommand(sublimePlugin.TextCommand):
# DID work for me...
class ExampleCommand(sublime_plugin.TextCommand):
'Ctrl+N' create a new file, then try it again. Don't run it in the old file.
All I need is close sublime text 3 and open it again. Now Hello World works fine
The console doesn't open with Ctrl + ` For Sublime Text 2, but this example is written in the v2 documentation.
Using that command opens up a popup starting with # which is to open another file.
The console opens by doing Ctrl + F1. After that, you can write that code in there, and the text will be added into your current view (in any view, in fact).
Be sure to read the "Where to Store Plugins", I made the mistake of creating a folder (package) when the hello_world.py is simply a plugin. Also keep in mind from the documentation window commands and text commands, cause in this case since it is a text command you must execute it in the "view" that you want it to place the text (which can't be the plugin definition file that you created.
Hope that helps anyone in the future as that was a few things I came across

Msbuild running in Jenkins target calling HgPull fails with HgProcessException: The command <hg.exe> is not available

I am porting over an MSBuild script from CCnet to run in Jenkins. The MSBuild project is used to create a deployment package. I would rather have Jenkins drive this process itself but that's a longer term aim.
The problem i am having is (as in the title) when we try and use the HgPull target, from the MSBuild mecurial task (http://msbuildhg.codeplex.com/) we get the error message
HgProcessException: The command hg.exe is not available [Path to project]
I have seen on the project web site that someone solved it by adding the LibraryLocation proeprty to the target but that seems to have made no difference. My target currently looks like this:
Target Name="UpdateSources">
<HgPull
LibraryLocation="C:\Program Files\TortoiseHg\hg.exe"
Force="true"
Update="true"
LocalPath="$(SourcePath)"
/>
<HgUpdate
LibraryLocation="C:\Program Files\TortoiseHg\hg.exe"
Clean="true"
LocalPath="$(SourcePath)"
/>
I'm rather at a loss. Please let me know if you need any more information added to this post to solve this issue. I'm really quite new to MSBuild so really not sure where to start investigating this.
EDIT:
One thing i forgot to mention was that i have tried running the MSbuild command in a console window on the build server and still get the same result. This is really odd given it works fine in CCNet, what magic is CCNet doing to make this command work?
This is now resolved, unfortunately i'm not sure what changes i made to correct these. I believe it may have been down to path separators and whether they where trailing or not in another part of the config file. It does so annoy me with the lack of resilience/consistency between applications where you need to specify paths with/without trailing slashes.
Just a thought, but try adding 'C:\Program Files\TortoiseHg' to your system path. Maybe CCNet has it specified somewhere that Jenkins doesn't have access to.
Also, just for sanity's sake, verify that hg.exe actually exists at that location.

SublimeRope Autocompletions not working on Windows

I'm having trouble getting autocompletions to work for SublimeRope on Windows 8.
First, I noticed that SublimeRope messes up paths when creating a new Rope project on Windows, so I fixed the python_path prefs in .ropeproject > config.py, which are:
prefs.add('python_path', 'C:/Users/brandon/python_virtualenvs/aa/Lib/site-packages')
prefs.add('python_path', 'C:/Users/brandon/django_projects/andrews-app')
I've also tried specifying the packages to auto-import in my project file:
"rope_autoimport_modules": ["django.*"]
When I attempt to run: Rope: Regenerate Global Module Cache, I get an error:
"Missing modules in configuration file"
which Google has not been able to provide an answer for. Is anyone on Windows able to get SublimeRope working? I would really appreciate some help!
I documented how I kind of fixed it here:
https://github.com/JulianEberius/SublimeRope/issues/54
Basically, I added:
sys.path.insert(0, r"C:\Python27\Lib\site-packages")
in sublime_rope.py itself.
Obviously a hack, but it works until the code gets fixed upstream.

MODX: where are new_folder_permissions and new_file_permissions?

Those are asked during the installation, but are not anywhere in config files\tables to change afterwards
EDIT:
The changelog states the following:
[#MODX-760], [#MODX-1080], [#MODX-1528] Added setup option to set new_file_permissions and new_folder_permissions in welcome view
[#MODX-760], [#MODX-1528] Removed new_file_permissions and new_folder_permissions system settings from setup
Seems kinda weird to me to do that... I am still in need to change them, though.
It appears that these should be in your MODX System Settings although I wasn't able to locate them in any of my own MODX installs (all Revo 2.1+). There's a chance they might be redundant or are for some reason not being properly created during installation (in which case it might be an installer bug).
You might be able to override them by adding those settings, like so:
Key: new_folder_permissions
Value: 0755
Do that and then try creating a new folder using the File Manager. Let us know if the correct permissions are then being used. If so I'll look at opening up a bug report for the installer.
They are not in System Settings, as they default to the PHP umask values, as they should. If you want to override them, you can do so by adding the settings "new_file_permissions" or "new_folder_permissions" to your System Settings.
apache/webuser needs to write to:
core/cache
core/export
core/config/config.inc.php [change back after install]
core/packages
core/components
assets/components
EDIT Sorry, take a look here: core/model/modx/processors/system/filesys/folder/create.php
they appear to be hard coded in that file.