I want to get my Windows username in my angular 8 application's typeScript, is this possible? I found something like this:
let user = new ActiveXObject("WSCRIPT.Network");
console.log(user.UserName.toLowerCase());
When I tried the code, I got 'error TS2340: Can not find the name ActiveXObject'
Is there a way of getting Windows or System username in angular application, if yes, how can one go about the coding?
Try opening the tsconfig.json file and adding the "scripthost" as an element of the "lib" section:
"lib": [
"es2018",
...
"scripthost"
]
That should make sure the correct library for ActiveXObject is loaded.
I found a couple of references to this a possible fix online. Here is one article
Related
This is the code I have:
import pygame
pygame.init()
I'm very confused because if I try to run the file, then there seems to be no issue, but pylint says the following:
E1101:Module 'pygame' has no 'init' member
I have searched thoroughly for a solution to this "error". In every relevant case I found, the solution was to make sure that I have not made another file or folder with the name "pygame", because in that case, I would just be importing my own file or folder.
However, I have not made a folder or file with a name even close to "pygame", so I don't know what the problem is.
As said earlier, it seems like I'm able to run the file without any issues and having errors like this confuses me in my learning process.
I write code in Visual Studio Code, I'm using python 3.6, I'm using pygame 1.9.3 and have updated my pylint. Any help would be appreciated.
Summarizing all answers.
This is a security measure to not load non-default C extensions.
You can white-list specific extension(s).
Open user settings and add the following between {}:
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=extensionname" // comma separated
]
You can allow to "unsafe load" all extensions.
Open user settings and add the following between {}:
"python.linting.pylintArgs": [
"--unsafe-load-any-extension=y"
]
If you have VS code, go in your .vscode folder > settings.json or search for python.linting.mypyArgs Under user settings tab paste inbetween curly braces
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=lxml" // The extension is "lxml" not "1xml"
]
I no longer see the pyinit error.
I had the same issue when I started using Visual Studio Code with Python. It has nothing to do with having another pygame.py or not installing it properly. It has to do with the fact that Visual Studio Code takes your code literally, and since you cannot import pygame.init(), it thinks that it isn't a correct module.
To fix this, open up settings.json (go into your settings, and click the {} icon) and paste
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=pygame"
]
to it.
I had the same issue with one of my modules. This is what I did to resolve the problem. (I'm using visual studio on windows 10)
Press CTRL+SHIFT+P in visual studio
Choose "Preferences: Open Settings (JSON)"
Add "python.linting.pylintArgs": ["--generate-members"] below one of the lines (put a comma if necessary)
Save the .json file (CTRL+S)
For me, the code looks like this :
{
"breadcrumbs.enabled": false,
"editor.minimap.enabled": false,
"python.pythonPath": "C:\\Users\\xxx\\Anaconda3",
"terminal.integrated.rendererType": "dom",
"window.menuBarVisibility": "default",
"workbench.activityBar.visible": false,
"workbench.statusBar.visible": true,
"python.linting.pylintArgs": ["--generate-members"], //line to add
"[json]": {
}
}
Hope it helps.
Credit to #Alamnoor on github
This answer includes the answer to your question. In short it explains:
Pylint imports modules to effectively identify valid methods and attributes. It was decided that importing c extensions that are not part of the python stdlib is a security risk and could introduce malicious code.
and as a solution it mentions, among others:
Disable safety using the .pylintrc setting unsafe-load-any-extensions=yes.
See here for more information about pylint.rc. Quickest method is to just create the file .pylintrc in your project directory or your home directory.
I found adding this in settings.json() solves the problem.
"python.linting.pylintArgs":[
"--extension-pkg-whitelist=pygame",
"--erros-only"
]
I find an answer and it really works for me.
See the accepted answer and change it to extension-pkg-whitelist=lxml
pylint 1.4 reports E1101(no-member) on all C extensions
I recommend going to the view tab, clicking command palette and searching preferences: open settings.json. Then add a comma on the last line of code.Below that paste this:
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=extensionname" // comma separated
]
Then save your document (ctrl + s).
Check if you have a python file named pygame.py created by you in your directory. If you do, then the import pygame line is importing your own file instead of the real Pygame module. Since you don't have an init() function in that file, you're seeing this particular error message.
I found a solution, modifying the most voted answer:
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=pygame"
]
Replaced the "lxml" with "pygame".
Disable Pylint
1.Press ctrl + shift + p
2.Then type Disable Pylint
If you are using vscode then you can go to settings:
python.linting.pylintEnabled = False
It will fix the problem. If you aren't using vscode then you can go the command prompt and manually uninstall pylint with the command
pip uninstall pylint.
basically opening this question again because the answer is outdated, as the link now redirects to Firebase:
Gradle fails building with "Missing project_info object"
I want to attach the google-services.json file to my Android Studio project, and every time I try to download it from the developers API from Google, it gives me a json file with a large name that does't correspond to the tutorial's simple "google-services" and renaming it won't work because of this error.
Downloading it creating a new project doesn't seem possible for me now as it the page gives me another error when I click Configure a Project (I already did that before but left the project there without downloading the json file directly from there, which seems to be the problem).
Where can I safely get this file, and should I rename it or? Thanks in advance.
Apparently the solution is just following the link and creating the project with Firebase:
Then create or select a project and fill it with your app data that shoul look like this (the SHA-1 key should be found in your console log when clicking the button in the image:
Then add the lines of code that should be in your build.gradle(app level one and project level one), editing them with notepadd. Finally you need to sync these Gradle files, in Android Studio : File->Sync project with Gradle Files
The tutorial is very self explatanory, but for beginners like me, this could help.
I have created a framework which I want to use in my OS X app. Since updating to Xcode 7 on El Capitan, when I try to command-click on the import statement, Xcode goes to the following view.
How can I get Xcode to display the Swift representation properly?
I've had it happen before, and my solution was to recreate every project file which I don't want to do again.
From my experience there are two possible causes for this issue.
The first one is that your framework can't be located. To fix this you need to go to target's Build Settings and add a path to Framework Search Paths either an absolute:
/Users/{user}/path-to-framework-parent-directory
or relative to project directory:
$(PROJECT_DIR)/path-to-framework-parent-directory
Another possible cause is that the path to your framework contains a space in it. I found that it doesn't matter whether you try to escape it with backslash ../Project\ Name/frameworks or take the whole path in double-quotes "../Project Name/frameworks". The result would be that SourceKit could not load the module.
Note that $(PROJECT_DIR) could expand to a path with a space in it and it would too result in the same error. So it looks like a bug in Xcode/SourceKit (I tried the latest Xcode 7.2-beta3 and the bug is still there).
My repository was on the second hard drive /Voluems/Macintosh HD/Repos. I just renamed the hard drive to HD, so the path looks like /Volumes/HD/Repos and the problem was gone.
Max S. answer pointed me in the right direction, however I was using the 'recursive' option for my framework path.
To get things to work I had to explicitly add a path to directly the framework in question's immediate parent directoy (as oposed to just having a path to one of its higher up directories with the 'recursive' option set).
HTH
I had this problem too and the other solutions didn't work. I finally figured it out in my case:
The target name cannot have a space in it either
To rename it:
Go to your project settings
Expand the target list column on the left if not already there
Click on the relevant target once (or press Enter or Tab when having it selected) and type in the new name without the space
Weirdly, just changing the name of my folder from 'Developer' to 'Development' fixed the issue from me.
Running Product->Clean, Product->Build is what worked for me.
In my case, I have created a framework for my SDK along with podspec for making it cocoa pod.
I had the same problem when i use my SDK and it fixed when I imported Foundation API to the file where I am consuming my SDK
import Foundation
Here is another potential solution - one that worked for me:
After importing the framework I never built for simulator, only for real devices. Swift Modules were not showing up, same error. Then I built for Simulator and it suddenly worked, I could see the Swift Modules.
The reason is that when I make my framework, I have a step that copies the swift modules from the iphonesimulator build to the universal build, but does nothing with the modules from the iphoneos build. So my guess is that this is why it didn't work.
Note: once I selected simulator and built it started working all the time, regardless of the build destination.
Am very new to sencha architect. I need to do localization in sencha architect. Using extjs 5, I refer http://docs.sencha.com/extjs/5.0/core_concepts/localization.html document.
And trying without Sencha Cmd.
Getting error as localhost/projectname/js/pt_BR.js file not found. Not able to get any working examples.
ext-all and ext-locale-es if any updating as mentioned above inindex.html. Its not able to fetch js from the path. so i gave exact path location for both js files.
Please let me know whats the mistake am doing.
Got It
Add "requires": ["ext-locale"] in app.json in created project file.
Add the preferred language "locale": "es" in app.json out side requires
Should not preview the project. Need to create a build. Click build web app in tool bar.Before that click build setting and set the path to save the files. Once clicking buil web app. App will be builded in specified path.
All the default stings will be changed to mentioned language. (In app.json we mentioned "locale": "es" spanish language.)
default strings like ok button, date picker, etc. Labels will not be updated with app.json language we need to add labels plugin.
During packaging the Windows Store application, I get an unspecified error [APPX1204]:
C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v11.0\AppxPackage\Microsoft.AppXPackage.Targets(1139,9): error APPX1204: Failed to sign 'D:\Projects\VS2012\Stroik\Stroik\AppPackages\Stroik_1.0.0.11_AnyCPU_Test\Stroik_1.0.0.11_AnyCPU.appx'. SignTool Error: An unexpected internal error has occurred.
Build output refers to the part of a file generated by VS2012:
<SignAppxPackage AppxPackageToSign="#(FinalAppxPackageItem)"
CertificateThumbprint="$(PackageCertificateThumbprint)"
CertificateFile="$(PackageCertificateKeyFile)"
HashUri="$(_HashUri)"
EnableSigningChecks="$(EnableSigningChecks)"
>
<Output TaskParameter="ResolvedThumbprint" PropertyName="ResolvedThumbPrint"/>
<Output TaskParameter="AppxPackagePublicKeyFile" PropertyName="AppxPackagePublicKeyFile" />
</SignAppxPackage>
Yesterday packaging proceeded successfully. Today I added aditional logic to my app and changed some data in manifest. Since then I'm reciving presented error. I tried to regenerate Certificate in Packaging menu, delete Store/Temporary Keys (then regenerate), ... much more but nothing helps.
Now I have no idea how to handle it. Furthermore packaging a new project (as it is provided by vs2012) results in the same error.
Have you got any suggestions how to solve it.
If it helps anyone else, I was trying to make the build on a network share (virtualizing windows). Creating it on the Windows partition solved the issue.
I was developing on a Virtual Machine in VirtualBox and tryed to publish to the shared folder.
Change the output folder to a local folder on the virtual maschine solved it.
Granted this is older - see if you can try it with a different live id
You could also try to generate a new app, and diff the manifests between the apps.
Now according to:
http://social.msdn.microsoft.com/Forums/en-US/toolsforwinapps/thread/f25939fb-c48c-4bd0-938e-6a0afbd2dca0/
you may want to sign out, use IE 'in safe private browsing' and create a new one.
Also ensure that IE is set in "Browsing History->Settings" to get a new version of the page every time.
Login with the new one and give it a try.
I'm not sure if this error is related here or not, but it's a starting point based on the prior feedback on the above post.
This japanese site lists the same error code and seems to have the same resolution as well
http://coelacanth.heteml.jp/blog/windows-8signtool-error-an-unexpected-internal-error-has-occurred/
Its worth a shot, but I'll admit on this one not being 100% sure, just trying to help out : )