Where all.js in new MeanJS? - meanjs

I am learning MeanJS right now, watching a lot of video courses, but EVERYONE uses old version of MeanJS where is tottally different folder and files structure, that I have. It is very uncomfortable for noob like me.
Right now I am stuck at moment how to use custom css files.In every freaking video teachers modify all.js file. BUT I CAN'T FIND IT IN MY MEAN JS VERSION. I guess, they renamed it or something. Help me please. I just don't want to loose my sleep with this.

Instead of all.js, in the latest MEAN.JS version you can configure the assets to be used in the app in different stages (development, production, testing, etc). You just have to go to config/assets/ and edit the right file for your situation, probably default.js might be the one you're looking for. In that file you can add custom css files to be loaded into the app.

Related

Eclipse asking for node.js

As I right clicked on the WebContent folder of my project to add a new HTML file, eclipse warned me that node.js could not be found and that some of the functionalities might be missing.
It is not doing it anymore, it did it only the first time I right-clicked new.
I was wondering why it had warned me about this and only once.
As it might be something that many people know about or have encountered, I don't give any more details but I can if needed.
Thanks in advance ;)

How to work with gulp via FTP?

First of all, I'm sorry if this is pretty stupid question for you, I was searching the web for the answer, but unfortunately couldn't find complex one.
Recently I discovered not so new, but still cool stuff like SCSS, Pug, LiveReload, Gulp and all that automation stuff. I was really blown away, cause I've been like in a cave for past 2-3 years. So, the development for me is pretty easy and fast now, but I've got problem with production of this.
So, for example, I have to develop WordPress site. One year ago, I'd just run local server, install WordPress there, then I create a new template and customize it for customer needs. After that, I'd upload all of that on web-server (for FTP stuff I use Filezilla, if there's better tools - point me, please) and than, if needed, I'd open desired files from "Edit" menu in Filezilla, customize them, save - and that it's done, I can see the result in browser. I don't need local copy of the web-site on my computer (since some web-sites nowadays are pretty 'heavy').
Now, I don't know what to do with that automation stuff, cause it's all running with console and has to be compiled. So, in order to develop complex CMS-driven web-sites using automation tools, I need to always have latest copy on my local machine, and that send it again on web-server? What if customer, for example, decides to change the article or something on the web-site, when I sync my local copy with web-server, it'll be lost.
So, my main question, is there a way for me to create WordPress website using Gulp & Co and then easily update it later, via FTP client?

adding files to all platforms of a cocos2d-x project

This is a very basic question, but I have not been able to find the answer anywhere.
I just got Cocos 2Dx 3.3, made a new project and built the HelloWorld scene that was generated.
It generated projects for all platforms, but I am currently compiling and running the Mac project using XCode.
I can easily add new files using XCode, but of course it only adds it to my XCode Project. I would have expected a way to automatically modify all projects at once to add files or change compiler settings. I saw that there is a CMake file, probably used for command line compilation, but I cannot find a way to use that to regenerate the projects for all platforms.
Is it possible to automatically add a file to all platforms? Maybe it is possible to modify the template directory os Cocos and use the cocos new command line to recreate the project from scratch?
Or is it better to do all that manually?
Such an automation would imply parsing of a project file, finding list of relevant files and then changing all the dozen of project files. Which is hell of the work.
Even if it was implemented, how would this implementation decide which project file is a main one? (to get filelist from) And if your projects all have different lists of files? This would need merging etc. etc.
For now cocos new only copies files from one place to another. Frankly, Cocos2d-x have much more serious problems to solve, so I don't think this feature will ever be implemented.
However, you could customize project files/folders to your needs to make process of adding files more or less convenient and sometimes even automatic. Here are some clues:
It is easy to change Android and Linux Makefiles so they will pick up all the source files from a specified folder. Just use wildcards. Resource files are picked up by default.
For Visual Studio solutions (Win32, Win8, WinPhone) you could enable "Show all files" to see all files that either added or not. Unfortunately you can only see files down in the folder tree relative to project folder. To see Classes folder, make a symlink (link /j) of a Classes folder near .vcxproj file. You'd better don't copy/move project folder after it. And don't forget to add this linked folder to ignore list of your versioning system, or you will end up with duplicated files. Resource files are picked up by default for Windows projects.
I am not aware of any solution for XCode project, so you basically stuck with manual source file addition. Which is most annoying among all platforms. However it can pick up resource folders with all files.
Anyway, I would be glad if someone would proof me wrong and would write some kind of script to solve this problem (and also to change project name, company id, automatic versioning, etc.). I believe it could be done more or less reliably with, let's say Python and some regex magic. At least until project file formats will change.

Best arranging Foundation 5 projects

I am sorry it sounds a bit silly to be asking this, but I want the best way to do it. So my problem is :
I am working with Foundation 5 for the very first time, I installed it using Grunt & Libsaas. Now when I have everything ready, the size of this whole folder is now 32MB. What are the necessary files that I need to Deploy on the server.
Here is my file structure :
And if I am working with 3 projects using Foundation, is there a way to have COMMON FILES (Files that need not be deployed on server for the project to work, e.g node_modules etc) at one centralized location, & only the necessary files go into the project.
Thank you!
You only need to place on the server the compiled css and js

Is there a way to export PSDs using AS3

Plead/Preparing for standard SO backlash
This is a generic question I apologize as I'm not an SO "noob" and I realize this doesn't fit the format exactly, if you can suggest a better place for this query I'm all ears. If you choose to down vote or close please suggest an alternative.
Question
Is anyone aware of projects that already generate a PSD file from within AS3?
Background (everything below here you may not care about if you just want to answer a question, but if interested I could use a hand)
I've found an AS3 PSD parser here.
For some basic tests this has worked fine (after some tweaking to avoid errors). However, now the task is to reverse this process to write a PSD file.
Current plan (and overall goal)
I also found a file format specification document.
My plan at this point is to just start from the top and work my way through the document building each of the parts of the file (and helper value objects) as I go along. Since this will be a very time consuming process, I'm wondering if there's any other previous work I could build off of.
Ultimately my goal is to integrate this code into a mobile drawing project I've been working on for some time. Since it's a mobile project I have to deal with the possibility that the OS kills my app to reclaim memory, in that case I need to be able to save/load the existing state of the app (currently has layers of BitmapData similar to photoshop, plus would be cool to be able to open PSD files and open my files from the device in photoshop with layers preserved).
Links to live version and code
The app can be downloaded here (is free will remain free, no ads, app is funded by love and the desire to create something cool everyone can have/use):
Google Play
Amazon App Store
Still working on an iOS release (process is more involved than the other two stores)
The code can be found here on github (Flash Builder project files in the FlashBuilderProject/FingerPainting folder).
Legal
Essentially the code contained in that repository is all MIT or Apache Licensed (will be going back to double each of the authors sites to get the original licenses to copy in now, just in case). I'm not a lawyer, but I believe I legitimately obtained everything in the project currently and am simply obligated to include the licenses and make my extensions of the source code available in some cases. (fonts came from google web fonts and downloaded Roboto from Google directly http://developer.android.com/design/style/typography.html). Any code in the com.shaunhusain package I wrote and you can assume is GPL for now. If anyone more legally savvy wants to tell me I'm breaking the law, and how, I would appreciate it.
The portions included and used from other sites include
Actuate MIT License
PNGEncoder2 License included in source from Adobe permits usage.
ShareANE I don't have a license for this one (he didn't include one) the author is chinese, as such I'm having some difficulty figuring out how to contact him, but am assuming I'm safe to use his code.
A couple of pieces of code are in the repository but currently not used including a GIF parser/encoder from bytearray.org and a ColorMatrix class from Grant Skinner.
Update
After trying this for a while I ended up deciding to just use the ORA format since it is open and far far simpler and works fine with GIMP and Krita (open source editors).
I'm not sure about the intended use, but if you are compiling the file in Flash, you might be able to use JSFL to export the fla to a PSD. Then tie the JSFL functionality to a button in a SWF that you load as a panel in the IDE. JSFL is pretty powerful, however it only works within the IDE/locally.