I have just picked up the Visual Studio Code, and am not very familiar with how the settings should actually be.
I have been trying to exclude a file type from Auto Save but I am not able to get this to work.
The auto save works, but the part which defines the exclusion does not work (It is basically suppose to exclude .liquid extension from autosave).
This is what I have done by far; in the settings.json file I added:
"files.exclude": {
"*.liquid": true
},
"files.autoSaveDelay": 1000,
"files.autoSave": "afterDelay"
All other override settings I wrote int the .json file are working property, but this one does not.
Any help is greatly appreciated, thank you.
Currently(2019-12-06), the answer is not. But you can follow the progress in develop.
https://github.com/Microsoft/vscode/issues/42170
This extension helps : AutoSaveExt
It enables to specify what all file extensions to auto-save.
How-to:
install it
keep the auto-save option in vscode to off
open settings.json
add below entry:
"autoSaveExt": {
"debounce": 999,
"extensions": [".c", ".cpp", ".h"]
}
reload window or relaunch vscode
now all files with extensions .c, .cpp and .h will be auto-saved after 999 ms of editing
Original reference : wclr's comment # Allow to set files.autoSave as language specific or folder setting
#42170
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.
I am using Microsoft's VS Code to edit css, html and ts files that are shared by my team on a VSTS Git repo. However, my VS Code keeps removing empty/whitespaces that my colleagues added when I save any change (Image below) and this screws up the whole Git Diff part, as almost every single line of code shows as a diff.
I tried to disable every single config setup but nothings works:
At the end, what was causing my problem was the extension: EditorConfig for VS Code
This plugin attempts to override user/workspace settings with settings
found in .editorconfig files. No additional or vscode-specific files
are required. As with any EditorConfig plugin, if root=true is not
specified, EditorConfig will continue to look for an .editorconfig
file outside of the project.
I believe, it was overriding the options I selected inside of VS Code (such as files.trimTrailingWhitespace: false). So, no setup change I was making was actually being applied.
It seems you have trailing whitespace enabled in User Preferences too.
I'd suggest opening your configuration file of VSCode using
CtrlShiftP or
CmdShiftP in Mac and then go to Open User Settings.
I'm sure the next line is around there somewhere, delete it or change it to false.
files.trimTrailingWhitespace": true
In my case, the JS-CSS-HTML Formatter extension from lonefy
caused the problem.
Editor › Comments: Ignore Empty Lines
——>choose :false
I press ⌥ + ⇧ + F in Visual Studio Code for macOS, the shortcut to Format Document, to format a file called foo.rb or foo.html.erb.
Instead of formatting the document it prints out this letter: Ï
How do I get it to format the document?
You can set format associations in VSCode, so .erb files would be treated like .html.
Go to File->Preferences->Settings->Click ... in top right corner->Open settings.json
Then add this piece of code to your settings.json
"files.associations": {
"*.html.erb": "html"
}
This is how I solved this problem. It will remove some of the code highlights but will autoformat HTML templates like an HTML document.
You're going to need all of these settings in VS Code's settings.json file:
"ruby.rubocop.onSave": true,
"editor.formatOnSaveTimeout": 5000,
"editor.formatOnSave": true,
"files.associations": {
"*.erb": "erb"
},
Save the settings file. Install the "ruby-rubocop" and "ERB Formatter/Beautify" extensions on VS Code. Follow the documentation on both of those extensions to install their gem dependencies. Restart VS Code.
Format-on-save functionality will only trigger if the file is actually saved (which only happens if you change the file). Saving a file that has no changes will not trigger format-on-save.
If you're using prettier to format your html/css/js files, it is worth trying prettier-erb-plugin. Just add to your .prettierrc:
"plugins": ["#prettier/plugin-ruby", "prettier-plugin-erb"]
Or install it with yarn:
yarn add -D prettier #prettier/plugin-ruby prettier-plugin-erb
And make sure that VSCode uses local version of prettier from node_modules (or, you probably can install these plugins globally as well). Prettier VSCode plugin usually declared itself as default formatter, but just in case, make sure that in your settings.json is NOT written something like:
"[erb]": {
"editor.defaultFormatter": "aliariff.vscode-erb-beautify"
},
You can use Rufo to format your Ruby code. It is an opinionated formatter (like Prettier is for JS, if you are familiar with it).
You can use the vscode-rufo extension to integrate it with VSCode.
Update the settings.json of Visual Studio code:
File -> Preferences -> Settings -> Extensions -> Scroll down and find "Edit in settings.json"
Or in these paths in your OS
Windows %APPDATA%\Code\User\settings.json
macOS $HOME/Library/Application Support/Code/User/settings.json
Linux $HOME/.config/Code/User/settings.json
From Visual Studio Code Ruby extension documentation they recommend to use as an initial configuration:
"ruby.useBundler": true, //run non-lint commands with bundle exec
"ruby.useLanguageServer": true, // use the internal language server (see below)
"ruby.lint": {
"rubocop": {
"useBundler": true // enable rubocop via bundler
},
"reek": {
"useBundler": true // enable reek via bundler
}
},
"ruby.format": "rubocop" // use rubocop for formatting
Look at the linting documentation too for further improvements. Plus as mentioned previously, you can add that .erb should be treated as .html:
"files.associations": {
"*.html.erb": "html"
}
If you have no code formatting
That is, when you hit shift + option + F to format your code, vscode says something like:
install a formatter by clicking on the 'Extensions' tab on the left hand side of vscode, searching for 'ERB Formatter/Beautify' (by Ali Ariff), and installing it.
Run gem install htmlbeautifier
Press shift + command + P and search for
Preferences: Open Settings (JSON)
It should open a file that has a your JSON settings in it; something like this:
{
"window.zoomLevel": 1,
"editor.inlineSuggest.enabled": true
}
Add this to the settings.json file you opened in the previous step
"files.associations": {
"*.html.erb": "erb"
}
Your finished file might look like this:
{
"window.zoomLevel": 1,
"editor.inlineSuggest.enabled": true,
"files.associations": {
"*.html.erb": "erb"
}
}
Close and reopen vscode and it should now let you format with shift + option + F
If you have no syntax highlighting for erb files
The extension called 'ruby' will solve that.
Click on the 'Extensions' tab on the right hand side of vscode.
type in ruby
Install the ruby extension by Peng Lv
You may need to restart vscode
All done!
Reference
More info in this video
Nowadays (March 2019) I think prettier with prettier-ruby are the best options: it can handle Ruby, ERB (as HTML), JS, and many many more.
prettier script.rb # will show you the formatted script
prettier --write script.rb # will overwrite the file with the formatted script
You can use the Prettier VS Code plugin to do that automatically: https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode
https://github.com/prettier/plugin-ruby
gem install htmlbeautifier
through the search functionality provided in the editor with Ctrl +Shift+ P (or Command + Shift + P on Mac), and then searching for format document.
I use the rubocop instead of rufo.
At the beginning, I used rufo. However, I met the issue
{
boo: {
a: 1,
b: 2,
c: 3
}
}
it always format it for me as
{
boo: {
a: 1,
b: 2,
c: 3,
},
}
add two ,, behind c: 3 and boo: {}. It is that makes my rubocop fail always.
As for, I use the rubocop in the project. Why not use it format my codes directly!
If you are interested, you can do as the following:
install the plugin VSCode ruby and then add the following snippets in the the settings.json
"ruby.format": "rubocop",
"ruby.intellisense": "rubyLocate",
"ruby.useBundler": true,
"ruby.lint": {
"rubocop": {
"useBundler": true
}
},
save it. It works~~(I wish you)
It is now possible to:
Install ruby-rubocop in VS Code
Go to File -> Preferences -> Settings
Search for Editor: Default Formatter and select "misogi.ruby-rubocop"
Go to File -> Preferences -> Keyboard Shortcuts
Search for Ruby: autocorrect by rubocop. There you have the shortcut to run rubocop in order to automatic format your ruby code following your rubocop settings.
You may also right click in your ruby file and you will find the "Format Document" option, which triggers "Ruby: autocorrect by rubocop" once ruby-rubocop is installed.
To format your ruby files, you don't need any extra plugin, you can just map some keys to do "editor.action.reindentLines"
If you use vscode-vim plugin, you can add this to your settings:
"vim.normalModeKeyBindingsNonRecursive": [
{
"before": ["=", "="],
"commands": ["editor.action.reindentlines"]
}
],
Then in normal vim mode, == will reformat your file.
Is it possible to configure the AutoFileName plugin for Sublime Text 2 to recognize TypeScript reference path attributes and allow auto-completion for other .ts files in my project?
For example, if I had a file structure like:
scripts
models
MyModel.ts
services
MyService.ts
Then in MyService.ts, I would want the path attribute in the reference tag to allow auto-completion of ../models/MyModel.ts
/// <reference path="../models/MyModel.ts" />
I was hoping to be able to do this using the "auto_complete_triggers" setting in my user/preferences.sublime-settings file, but really have no idea how to do so.
This is a syntax (tmLanguage) issue
AutoFileName must recognize a string pattern inside the comment line for it to work.
I use ArcticTypescript and have just made a pull request to fix this tmLanguage issue. Edit: It is merged now.
If you use another package for syntax highlighting like better-typescript please open an issue to correct the syntax definition.
Open Preferences -> Package Settings -> AutoFileName -> Settings-Default and copy the entire contents to a new file (you can set the syntax to JSON if you prefer), then close the Default file (you never want to make changes to the default settings for any plugin, always use the User settings in case you mess something up and need to revert). Modify the "afn_valid_scopes" setting to include "ts", and you should be all set. Save the file as Packages/User/autofilename.sublime-settings where Packages is the folder opened when selecting Preferences -> Browse Packages....
If you used the following setting in your Sublime user preferences:
"auto_complete_triggers":
[
{
"characters": "/",
"selector": "string.quoted.double.html,string.quoted.single.html, source.css"
}
]
then add a comma , after source.css then add string source.ts and save.
I have the following sass.sublime-build file in my User directory:
{
"cmd": ["C:/ruby193/bin/ruby.exe", "C:/ruby193/bin/sass", "$file", "$file_path/$file_base_name.css", "--precision", "5"]
, "selector": "source.scss"
}
Yet whenever I open files like Builder.scss the Automatic build is disabled. I have to manually change it to "sass" before it will build (which it does then perfectly fine).
I have similar build files set up with coffee script and it picks up automatically, no problem. Am I missing something?
It looks like the file name is taking preference over the provided selector. Is it fixed if you change your build preferences file to scss.sublime-build?