hot reload in jekyll not working - html

I've installed jekyll 3.1.6 on Mint 17 (ubuntu 14.4) with
ruby 2.2 + python 2.7
My browsers are Chromium and Firefox
I think I've tried every trick I can find on the internet, but it still won't auto-reload, even though the terminal does say that auto-regeneration has been enabled and with each file content change and save, the terminal logs the change and tells me it's been done. But I'm still forced to refresh a page manually to see the changes.
Open to any and all suggestions.

Jekyll auto-generation future(Using jekyll server) automatically change/modify the files on _site folder only, it does not refresh browser windows automatically, you have to use grunt for that. There are already many of NPM packages and Repo for that.

Related

Browser-sync not refreshing when I save (Chrome and sublime text 2)

When I save changes to my css code, Browser-sync doesn't refresh the browser automatically. I still have to click on my browser window and hit F5 to see the changes I have made. I installed npm and browser-sync and it shows I am connected to browser-sync. I am using Sublime Text 2 and Chrome (Dev 56.0.2924.87) on a windows 7 operating system.
Any ideas on how to fix this? Thank you!
I found a solution. I had to fix or update deprecated npm packages. How to determine path to deep outdated/deprecated packages (NPM)?
What also helped - Gulp. I used Gulp in combination with browser sync and now my browser automatically refreshes when I save changes.
I used the following link to guide me through using Gulp for the first time: https://css-tricks.com/gulp-for-beginners/

Webgl, Safari and Chrome Compatibility

I am making my first steps coding. And since a time ago I started experimenting with Three.js.
I changed the settings of Chrome and Safari to use local files, but some months later my safari and chrome are dead, and it stops showing the local files even if I change the settings to allow local files.
It seems that it brokes if I use it a lot. Why it happens? Is there a solution to avoid this problem?
I tryed to look for this problem in Google but I can't find anything. I am using the last versions of safari, chrome and three.js and even like this Safari and Chrome still broken.
Is not a problem of my graphic card because I can see all kind of experiments in the web. Is a problem of my local files.
For example I can see this perfectly on my browsers: http://threejs.org/examples/#webgl_geometry_text
But if I download three.js and I open it from my desktop my browsers doesn't display it.
Use a webserver. It's super simple and easy. The easiest is python which is built into OSX (you mentioned safari so I'm assuming you're on OSX)
Open a terminal, cd to the folder your files are in, type
python -m SimpleHTTPServer
Now go to http://localhost:8000
The only issue with python's simple webserver is it's really slow. For 2 faster alternatives there's devd which once you've downloaded it you just type
cd path/to/your/files
path/to/devd .
devd even includes a live-reload feature so when you edit your files the browser auto-reload
Another alternative is node.js. Install it then in a terminal type
sudo npm install -g http-server
from that point on you can go to any folder and type
http-server
then in the browser go to http://localhost:8080.
Both devd and node.js are fast
Going the node.js route you can then learn about things like webpack and npm and/or bower which make it super easy to include libraries and use advanced features and advance your skills

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

Jekyll auto reloading

Working with Jekyll for the first time, and it looks like the auto reload functionality (running jekyll --auto --server) is only triggered by updates to markdown files.
Is this the normal behavior? And is there any way to get changes to other types of files like css (I'm using scss) or html files in _layouts to trigger an auto-reload as well?
As of version 3.7 run jekyll serve --livereload.
As mentioned here, you need to downgrade the directory_watcher gem, which was recently updated with a breaking change.
sudo gem uninstall directory_watcher && sudo gem install directory_watcher -v 1.4.1
(Or alternatively use the latest master branch of jekyll, which is fixed to depend on the older version of directory watcher).
I have not found this to be the case, but perhaps you can update your version
git clone --depth 1 git://github.com/mojombo/jekyll.git
cd jekyll
gem build jekyll.gemspec
gem install jekyll
The problem with jekyll watch option is that only rebuild the _site directory,
I recommend you gulp sass
With it you can not only build the _site folder, but have a full browser reload automatically, whenever you hit ctrl+s in any file, the browser will reload.
If you're running it frequently, the Repla macOS app makes it easy to startup Jekyll so it automatically refreshes. After Repla is installed, you run it from the Jekyll blog's root directory and pass it the jekyll serve command. For example:
repla server "bundle exec jekyll serve --watch --drafts" -r "...done"
Repla will be configured to refresh each time ...done is printed in the console, which Jekyll prints when it finishes compiling your site.
Repla runs the Jekyll server process in a split below a browser split showing your site:
After Jekyll is running in Repla, you can also save the configuration to a file with ⌘S, shut it down by closing the window, and run it again just by double-clicking the file. In other words, you can start your Jekyll blog again next time just by opening the file, without involving the terminal at all.
Disclosure: I maintain the Repla app.

How do I uninstall a plugin from Jenkins (Hudson)?

I have a few plugins in my Jenkins installation which I no longer need. I've already disabled the plugins (and my build still work), and I'd like to remove the plugins completely. What is the right process for completely removing a Jenkins (Hudson) plugin?
As mentioned by Jesse Glick in his answer, if you are using Jenkins 1.487 or higher, then there is a native way to uninstall plugins in the Jenkins UI. See JENKINS-3070 for details.
If you are using a version of Jenkins earlier than 1.487, then you can try manually uninstalling the plugin. As some people point out in the comments, this may not work on some platforms (in those cases, upgrade to at least 1.487 so that you can use the official uninstall feature).
To manually uninstall a plugin, stop Hudson/Jenkins, go to your HUDSON_HOME/plugins directory and remove both the .hpi file and the folder with the same name. So, if you were going to remove the CVS plugin, you would remove both the cvs.hpi file and the cvs directory.
After that, restart Hudson/Jenkins and the plugin won't be there anymore.
Jenkins 1.487 adds a UI for uninstalling plugins: JENKINS-3070
Deleting the <plugin>.hpi file and corresponding <plugin>-plugin directory will effectively remove the plugin.
However, if you have configured parameters that belong to the plugin within your jobs your Hudson or tomcat logs may contain *CannotResolveClassException: hudson.plugins ... * exceptions because it attempts to load the plugin. This can result in build failures even if build is successful.
To fix that,
go to the job configuration and save it again. This should get rid of the plugin reference
if not, go into the hudson home jobs directory and open the config.xml found under the folder named after the job and remove the reference to the plugin
restart hudson
Hudson Plugins explains that some core plugins ("Tier 1" plugins, as they are called) are shipped with Hudson itself, and I assume cannot be deleted therefore.
You can disable it using the Jenkins » Plugin Manager. Go to Installed tab and untick the plugins you want to uninstall and restart Jenkins. Though it does not unintall, at least keeps it away from appearing from configuration pages..