Remove MVVMCross from UnitTest (Ressource.Attribute Error) - mvvmcross

I have a Unit-Test Project where i used MVVMCross for Dependency Injection, but since i made a Implementation of the Library which i tested for UWP, i kinda wanted to use the Unit-Test for both Implementations.
For that purpose i used Compiler Switches and ended up removing MVVMCross.
But when i uninstall it from the packages i always get "Resource.Attribute" does not contain a definition for "MvxBind" and some other MVVMCross attributes.
I rebuilded the project. I deleted the obj and bin folder and looked through every file in the project folder, but i cant find a thing why it keeps adding those attributes to my Ressource.Designer.cs
If i add MVVMCross back and just dont use it all, obviously it works. But i kinda want to remove it there, since it is just overkill.

Related

$jscomp not defined in code loaded for clojurescript and reagent

Using clojurescript 1.10.758 and reagent 1.0.0, I am running into an error in which a file index.js tries to reference $jscomp, which is not defined.
I've seen a number of Stackoverflow and Github issues related to $jscomp being undefined in the context of shadow-cljs, but I'm not using that.
The problem occurs when I use a development mode build with figwheel (using Leiningen with cljsbuild and the figwheel plugin), and also occurs if I use cljsbuild for a once-only development build. Strangely, if I use webpack to create a bundle, the problem does not occur.
Before I tried to make webpack work, I did have working code without webpack. Something I changed seems to have affected the non-bundled build. The only change I can thing of was to install react and react-dom using npm, and exclude those packages from reagent in Leiningen's dependencies. But undoing the exclusion didn't make the non-bundled code work again.
Any suggestions for how to cause $jscomp to be defined when it's first needed?
$jscomp is related to the Closure Compiler and the Polyfills it creates.
It might be enough to tweak the :language-out :es6 compiler options which is somewhat similar to the :output-feature-set option used by shadow-cljs. The best way to debug this is finding the actual code that is getting polyfilled and why. Might require digging through some compiled JS though.
shadow-cljs uses the Closure Compiler more extensively than regular CLJS or figwheel but they also use it. Solutions that apply to shadow-cljs pretty much apply to other tools as well. Just the settings may work a little differently.

Cannot resolve module 'json'

I'm dealing with a very weird issue. For some reason, since a few days, my application doesn't seem to be loading JSON files anymore inside modules.
The app was created with create-react-app, and has been in development for a while without any issues. I've had a dependency in the project (world-countries) that basically only exports a json file. This dependency is not a recent addition.
So, here's the thing. From one day to another, I get the following error while starting/building the app:
Module not found: Error: Cannot resolve module 'json' in /Users/…
As far as I know, I made no changes that would result in this, and create-react-app's webpack version is still the same.
Requiring a random JSON file in the root of my app goes well, somehow this odd behaviour only seems to apply to json files within node_modules in the app.
Some other points:
By this point, I have reinstalled dependencies and node.js multiple times, checked file permissions, etc. To no avail.
Another dependency that also used a json file internally also had this issue, but I managed to circumvent that.
I've explicitly installed json-loader in case something with webpack got messed up, but this didn't make any difference. In fact, I find it curious that _the missing dependency is "json" and not json-loader.
I have a feeling that this is a weird issue caused by some file limit, as when I run the dev server, I get errors relating to too many open files. My project isn't that big, so this seems weird, and I have a feeling it might have something to do with some npm linked modules I have, but there is no recursion or anything.
I'm still quite perplexed, and have no idea what the issue might be. Any suggestions on how to fix this are very welcome
Some people seemed to have had a related issue regarding importing json files in the past. It wasn't in a dependency but I believe it is related.
I took the time to scaffold a new project, import the world-countries modules and log it, and it was working fine.
I would recommend you to update re-scaffold or update all your dependencies, but most notably react-scripts which is version 0.9.5 for me. My create-react-app-version is also 1.3.0.

Trace Flash Builder compiling commands

is there a way to trace the compiler command for flash builder? I mean, I want to know the parameters and files that is compiling internally when I click "build" on FB.
Basically I moved a project to Flash Builder, and everything works fine but I have some runtime issues, and looks like the compiler is doing something wrong with some files (like using old files instead of using the one im changing, this occur only for a particular file, the rest works fine or I think that works fine). Also is different the way to embed some file, that's another reason to check what's doing internally.
I ran the game with mxmlc before, and probably I can compare what's the difference if I get the command executed by FB.
Also, I want to know how to do it if I need to research something in future.
Thanks for any help,
Regards
Flash Builder only recompiles if there has been a change to the code. So if you are changing an asset (image), for example, you won't recompile unless you also make a change to the project.
There are a few ways around this:
Easiest way is to just go into a file and press the space bar at the end of a line. It will add an extra byte to your file, but not to the project (compiler is "smart" and gets rid of unused files, classes, and characters). Since this is not a common thing, it shouldn't be an issue
Project->Clean.... That will force your workspace to rebuild and, in most cases, will also recompile your project
If #2 is failing, first delete bin-debug or whatever you are using as your debug folder, then run Project->Clean...
It's a tad bit annoying (especially when editing external libraries), but it allows for quicker re-launches of the debugger, which is the ultimate goal of that behavior.

Unify the size of swf

When I compile the same project with ant many times it gives a different sizes for each compilation
I added the rsl and more option to mxml it works fine ,but the size is still changed
Please any idea to unify the size
This is not really possible, unless you do some, quite involved post-processing. Below is the list of things I know to change the size between compiles, but it may not be exhaustive:
When you compile pure AS3 project or a project that uses framework:
Resources you embed on variables have their class names generated using the current date in the name.
Flex compiler generates a tag of obscure purpose (can be removed manually, but persists in release builds), which seem to contain a GUID and a compilation time or something similar. It is usually found at the very beginning of the SWF file, somewhere after the rectangle of the SWF dimensions.
In a project that uses framework:
All code generation is suspect to generating inconsistent names, particularly, all bindings will certainly produce different assembly upon each compile. Styles and some other rarely used metadata will cause this too.
Specifically for spark skins, which come as sources rather then compiled libraries - some of them embed resources in a bad way, so you would probably need to compile them into a library and plug it into a project, removing the sources from the source path.
All in all, if you are using pure AS3 project, your task is difficult, but doable (will require following certain conventions and some post-build script that unzips the SWF, purges the compiler-added extra tag and zips the SWF back. But if it is a SWF based on the framework - I'd say the effort isn't worth it, just accept it cannot be done.

RazorGenerator.MsBuild - Achieving harmony from Developer machine to Buildserver

We are currently using the RazorGenerator library to generate pre-compiled views for a project. Up until now we have been using the Visual Studio Extension to handle the generation, with these generated files also being committed to our repository.
This is causing bit of a pain point as we constantly have to resolve merge defects in a generated file. With that in mind I've set about to try and integrate the RazorGenerator.MsBuild target library into our build process so we can get away from storing the code-genned files in our repository.
So far I've disabled the VS Extension, and got the build target working as required however I've now lost intellisense and resharper support for the generated files as they are no longer part of the Solution.
I'm wondering if anyone else has come down this path before, Ideally what I'm trying to achieve is using the Build target to generate the cs files, removing the need to include these cs files in the repository, and still having Intellisense/Resharper coverage for the generated files.
Any thoughts?
I've resolved this problem by creating a an empty partial class for each of the cshtml templates which implements our own base class, which in-turn implements RazorGenerator.Templating.RazorTemplateBase.
By doing it this way we have access to all the publicly accessible properties and methods exposed on those classes which makes intellisense/resharper happy and at build time the templates .cs files are generated which do the heavy lifting for outputting the layout etc.