Semantic-UI/NPM does not create any files upon "gulp build" - html

new user of Semantic-UI here, and would love to start learning it. I have avoided things like NPM and gulp for all of my short web development career and figured with this new project it would be a good time to learn it.
The issue that I am currently having is that setting up Semantic-UI, 1-to-1 with the video tutorial, I'm receiving no output files. My flow currently, for setting up my new project, is as follows:
Create new, empty ASP.NET website in Visual Studio 2015
Navigate to the project folder in Node.js cmd prompt
run npm install semantic-ui --save
From here, I follow the video tutorial at Semantic's site
In the video, nearing the end of it, you'll see "[gulp] created: <css/js file>" several times. I have been looking for the dist/ folder and it doesn't even create that. Does anyone know why this is happening? It takes no longer than 150ms for the "package"/"build" tasks to complete on my end, but it shows several seconds in the tutorial video. I just can't understand what I am doing wrong if I am following it verbatim...

Run npm install in project's root. For some reason this step is missing in documentation.

Related

Gulp + Bower support in VS2015 for an upgraded project

I'm basically trying to figure out what I need to do, to make an MVC project (created in Visual Studio 2013) to behave like a fresh MVC project created directly in Visual Studio 2015.
What I've noticed is that I see more interesting things in Visual Studio 2015 with a newly created project, and I'm sure some of these would be useful, but I can't figure out the magic to get them enabled. I've tried doing some googling but unfortunately keep finding tutorials for VS2013 support which isn't what I'm after, I specifically want to leverage the new VS2015 features. Things that I've spotted so far:
Dependencies
How do I enable the dependency view? I've tried copying a bower.json file from a new project, but even after a restart in VS2015 I don't get this dependencies tracker.
Task Runner
How do I enable the task runner? I tried creating a Gulpfile.js but I get an error in the output window gulp is not recognized as an internal or external command. I don't get this in a brand new solution, but it reads as though gulp isn't installed on my machine?
How do I enable the dependency view?
This isn't possible; the Dependencies node is part of the DNX project system and is only available in new projects.
How do I enable the task runner?
In addition to adding the gulpfile, you must add a package.json file, and add "gulp" to its devDependencies section. Other tools you'll be using in Gulp should be added here as well. You can use a new ASP.NET 5 project as an example.
You may want to add a bower.json file as well. Bower components will be downloaded to a bower_components folder, which will be hidden by default in the old project system. Adding Bower.json from the New Item template will also add a .bowerrc file that moves the package download location to wwwroot/lib. Probably not what you want for the MVC project; you could change this to just lib instead, or delete the .bowerrc. While the hidden bower_components folder is harder to work with, it's omitted from checkin in git, which is probably what you want.

Visual Studio 2015 - Where's the gulp task runner?

I heard Mads Kristensen in his videos mention that Gulp and Grunt are both first class citizens. I thought I even heard mention of the Gulp task runner.
But when I create a gulpfile and right click there's no task runner.
Has anyone been able to get the "native" gulp task runner (if there is one) in Visual Studio 2015 Preview to appear?
View > Other Windows > Task Runner Explorer and click refresh
or just Ctrl + Alt + Bkspace
The Preview version of VS2015 requires Gulp to be installed globally and has a few other issues with auto-discovery of the gulpfile.js. These issues will all be addressed by the time VS2015 ships.
I had this same problem with VS2015 - TRX was showing "no tasks found" even though I had a valid, linted, gulpfile.js in the site root. I found the answer here: http://www.roelvanlisdonk.nl/?p=4258
Steps: Close VS. Open a cmd prompt from the site root and run npm install. Re-open VS and you should see your tasks in TRX. It worked for me.
EDIT: I had gulp installed globally but still encountered this "error." The above steps resolved the issue though.
Well I solved the problem with several restarts of VS2015. Finally the task runner appeared for my gulpfile. I still have no idea why it did not appear from the start but it's a preview version so maybe something is not quite right yet.
Barryman9000's answer helped me on the right track. I started with an empty ASP.NET 5 project in VS2015 and had no package.json file at the project root. Running npm install gave me an error message about missing package.json. After adding that file with the default dependencies from another ASP.NET 5 project, the Dependencies started downloading and my gulpfile tasks appeared in the Task Runner Explorer.
In your bash, go to the directory gulpfile.js is installed in and run:
npm install gulp
Why the downvotes? Please read the OP's question and the comments beneath it. Also, note that the answer with, currently, the most points has nothing to do with the question. Also please note that Mads Kristensen himself said that the issue was to install gulp.
Also, as for the commenter "Bonner" of this answer, note that Bash doesn't mean Linux. You can install git bash for Windows and run all of your NPM and Git commands there. Most developers I know use that bash on windows for all npm needs.
Lastly, if your Gulp Task Runner is not working, that is most likely because it is not recognizing your gulpfile. That is due to gulp not being installed. VS2015 didn't always install gulp for you. So the fix was to install gulp globally (As Mads Kristensen said), or directly where your gulpfile is. Also, restarting or re-installing VS sometimes kickstarted the gulp installation if you're lucky.
Conclusion: My answer is the correct answer. I reference the actual OP Question, comments beneath it, Mads Kristensen, and even the accepted answer. Yet, this answer is in the negative and some random answer about how to use the "View" menu in Visual Studio has 40 points.

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

libgdx HTML5 deployment

I've been working with libgdx for 2 days, and I'm starting to get the hang of it.
I'm comfortable with deployment on Android and desktop, but I've got no clue about how to run/debug or deploy the HTML5 version.
When I run as web application, the link gives me an http error 404.
I did what they say on the libgdx wiki, but that ain't working, so, help would be welcome.
BTW, the app's working fine on Android and desktop.
This worked for me:
In Eclipse -- right click on the *-html project. Select "Google" -> "GWT Compile". This will perform a GWT compile on the project, it can take a while so be patient. Once this is completed, I was able to copy the expanded war directory into my tomcat webapps directory. Tomcat was already running, it picked up the change and deployed the game, I was able to load it via localhost:8080/war/ I later renamed the directory (the one in the webapps folder) to something more appropriate for my project.
Good luck.
I ran into this problem for over an hour before realizing that when I selected "run as web application" and eclipse asked me to point to the war directory, I was silly enough to have been selecting the root directory of the project.
Once I went back and pointed to the actual war folder, it ran without issue. Silly I know, but might not be a bad idea to check, esp if anyone is setting this up at 1 am like I am lol.
According to the current date (December 2014), Libgdx now uses gradle and deploying using the mikeys's answer might not work for you. Follow the following guide for the best solution for this problem:
https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline
It's a bit difficult to deploy the app correctly. In the wiki of Libgdx (in google code) you can find in one of the first entries how to deploy and debug the app. The easiest way is to install and configure a Tomcat server, do the steps of the wiki and that's all. If you don't want deploy the app, only test it, you can do it directly from eclipse with the embedded server jetty included on the GWT Sdk. Hope this helps you.

Can't get Lazarus to do.....anything?

So I thought I would install Lazarus/Free pascal -latest version from the sourceforge website.
Downloaded the win32 version and install on my XP machine couple of nights ago.
Problem is, it can't seem to find any of its own files.
From the first and every subsequent run it comes up with an error which says it can't find its system.ppu file relating to win32.
I just ignore that error and it seems to still run.
I tried to make a simple calculator application and it couldn't even seem to find the system files or files in the project directory. After battling these problems and setting every single path I could find in all the setups to every directory I could find it eventually compiled and run the program - once, not been able to make it do it again.
I also tried to make a user component library following the instructions on the web and that won't work either because, you guessed it, it can't the files. This time it gives an error saying it can't find a Ttreeview component, despite not even using that component in the library.
Being able to follow search paths is pretty fundamental stuff that they don't seem to have mastered.
Anybody managed to get a working system going, or any tips to sort these problems out?
Did you install in the default directory c:\lazarus? I thought there was an issue with installing to another directory, especially if the path contains spaces.
Nine times out of ten, its the old config of an earlier Lazarus attempt, that still lingers somewhere in the "local app" part of the profile.
If nothing else helps uninstall Lazarus, download Lazarus CodeTyphon edition, and run install as admin.