How to setup limeJS in a totally offline workspace - html

I'm trying to setup limeJS, the issue is the Internet connection is a problem. I had closure library, box2d, closure compiler and closure templates downloaded separately as .rar files, but I can't find a guide anywhere to set it up like this, everyone just uses(and with reason!!!) the python bin/lime.py init command to get it working. I managed to figure out(yay!) how to setup box2d and closure library but what about the other two?
My laptop is running 64 bits Windows 7. Any help appreciated
All I need is an advice on directory structure, like where to drop the compiler.jar and soy templates .js files, so that when I run the update/create command it doesn't try to download the compiler or templates like it does right now.

I got it working, after taking a quick look at the lime.py file it told me everything I needed, for example both the SoyJs templates file and the compiler need to be in the /path/to/lime/bin/external folder and for example, the lime.py file was expecting a compiler file named compiler-dateOfLatestCompiler.jar instead of compiler.jar.

In general, If you have LimeJS built up in one machine using Python and all, you can just copy paste the whole package anywhere you want and use it just as ususal.
You don't need network once you have all the files/codes for Lime is downloaded.
Infact, you dont even need python for normal development tasks(Python is required to build your js file once you complete development though)

Related

How to use multiple of the same executable on UGUI

I am using this tool to create a simple GUI with it's easy to understand set up: https://github.com/UniversalGUI/UGUI
But from what I understand from its guides that it needs executables to be in different names so that it can differentiate itself and the form sending it. The project I am doing needs me to use the same command but with different arguments such as:
<cmd executable="xdg-open">
<arg>/home/kali/Downloads/</arg>
</cmd>
I need to open other folders in different parts of the program using that executable. In the guides, the person did use an .exe file which I figured is a script included in its folder and I did try to replicate it but to no luck. https://www.youtube.com/watch?v=qHMRroZ7AAw
The tool isn't used by many but those who do, do you know how to get over this issue?

Goland showing Unresolved type (Instance, in GCE library specifically), but core/tests run fine ("invalidate and restart" solution not working here)

I'm using the GCE library in Go, along with go modules.
I'm finding that, while it happily compiles and runs unit tests, it's not resolving those types (e.g. compute.Instance) in the Goland IDE. I'm using 2020.2.
I first added this dependency by hand-coding (adding "google.golang.org/api/compute/v1" to my imports, and letting the module handler load whatever it needs). It added google.golang.org/api v0.50.0 to my go.mod file.
I've tried the old "Invalidate and Restart" approach, and it didn't do anything. I have another project where a different version of that module happens to be loaded, and it works fine on that one.
I've even tried a more nuclear version (Invalidate (no restart), close project, close IDE, delete the .idea directory, and delete the contents of ~/.cache/JetBrains). Still no dice.
FWIW my go module's version is go 1.15
You can navigate to the package sources by pressing Command/CTRL+Click on the import statement (or via External Libraries menu in Project View) and find compute-gen.go file and size limit warning. The IDE behaves as expected.
As a workaround, you can invoke Help | Edit Custom Properties... and add the following line idea.max.intellisense.filesize=8500000 (depends on the original file size), restart GoLand. Please, keep in mind that the IDE can be slow when dealing with large files even if they are not open in the editor.
You can read more about the idea.properties file here.

'refactor' move files in VSCode - es6

If I move ComponentFoo.js from folder X to folder Y, than a bunch of import statements break. Looking into this it seems there are many solutions for typescript, but what about js / es6? If I move a file in the editor, it should find all the import statements and update them to the new location. Is this possible?
Old post, but this might help some Googlers. This feature can be enabled and disabled in User Settings. For Javascript and Typescript, it's called "Updated Imports On File Move".
I had apparently disabled it and just figured the feature was broken :X
VS Code has built-in support for this for both javascript and typescript since VS Code 1.24.
For JavaScript specifically, you need to make sure VS code's language support can find all the references to the file so that imports referring symbols in that can be updated properly. Definitely create a jsconfig.json for your project, and also consider enabling semantic checking for JavaScript so that VS Code shows when imports are not being properly resolved
If your project is configured properly but files are not being updated, make sure you are running the latest VS Code insiders build and report an issue if it still doesn't work
for flutter developers you should move files one by one. vscode doesn't support multi file moving with refactor yet.
Just use IntelliJ. It handles all kinds of refactoring perfectly. I'm a huge fan of VS Code, but refacotoring is definetly not one of it's stengths. Some imports don't get detected, and the imports can get modified in a weird way. For example, I had an import like this:
import { myStore} from 'src/common/stores/myStore';
When moving the file of myStore.ts to a different folder, VS Code constructed this bull**it:
import { myStore} from 'src/common/composables/myStoreStore';
The line above is no typo!
Btw I'm using vetur, maybe thats causing it, I don't know ...

Msbuild running in Jenkins target calling HgPull fails with HgProcessException: The command <hg.exe> is not available

I am porting over an MSBuild script from CCnet to run in Jenkins. The MSBuild project is used to create a deployment package. I would rather have Jenkins drive this process itself but that's a longer term aim.
The problem i am having is (as in the title) when we try and use the HgPull target, from the MSBuild mecurial task (http://msbuildhg.codeplex.com/) we get the error message
HgProcessException: The command hg.exe is not available [Path to project]
I have seen on the project web site that someone solved it by adding the LibraryLocation proeprty to the target but that seems to have made no difference. My target currently looks like this:
Target Name="UpdateSources">
<HgPull
LibraryLocation="C:\Program Files\TortoiseHg\hg.exe"
Force="true"
Update="true"
LocalPath="$(SourcePath)"
/>
<HgUpdate
LibraryLocation="C:\Program Files\TortoiseHg\hg.exe"
Clean="true"
LocalPath="$(SourcePath)"
/>
I'm rather at a loss. Please let me know if you need any more information added to this post to solve this issue. I'm really quite new to MSBuild so really not sure where to start investigating this.
EDIT:
One thing i forgot to mention was that i have tried running the MSbuild command in a console window on the build server and still get the same result. This is really odd given it works fine in CCNet, what magic is CCNet doing to make this command work?
This is now resolved, unfortunately i'm not sure what changes i made to correct these. I believe it may have been down to path separators and whether they where trailing or not in another part of the config file. It does so annoy me with the lack of resilience/consistency between applications where you need to specify paths with/without trailing slashes.
Just a thought, but try adding 'C:\Program Files\TortoiseHg' to your system path. Maybe CCNet has it specified somewhere that Jenkins doesn't have access to.
Also, just for sanity's sake, verify that hg.exe actually exists at that location.

how to find which libraries to link to? or, how can I create *-config (such as sdl-config, llvm-config)?

I want to write a program that outputs a list of libraries that I should link to given source code (or object) files (for C or C++ programs).
In *nix, there are useful tools such as sdl-config and llvm-config. But, I want my program to work on Windows, too.
Usage:
get-library-names -l /path/to/lib a.cpp b.cpp c.cpp d.obj
Then, get-library-names would get a list of function names that are invoked from a.cpp, b.cpp, c.cpp, and d.obj. And, it'll search all library files in /path/to/lib directory and list libraries that are needed to link properly.
Is there such tool already written? Is it not trivial to write a such tool?
How do you find what libraries you should link to?
Thanks.
Yeah, you can create a pkg-config file which will allow you to run 'pkg-config --cflags' to get the compiler flags or 'pkg-config --libs' to get the linker libraries.
http://pkg-config.freedesktop.org/wiki/
If you're on Linux, just try looking into /usr/lib/pkgconfig to find some example .pc files that you can use as models. You can still use pkg-config on Windows as well, but it's not something that comes with it.