How to use Mercurial in side Eclipse Helios (3.6) - mercurial

I am using Eclipse Helios (3.6). I want to use Mercurial for version management of the program. I have take the help of the below link to find out the plugin but not got any success:
Mercurial Eclipse Plugin
Can any one please help to install Mercurial plugins inside my Eclipse and I also don't know how to use also. I have gone through the video also but not clear.
http://www.youtube.com/watch?v=9OBg6Zv0Tns
My question is that I want to use Mercurial in my project for version control. I know what Mercurial is, but don't know how to use it.
I want to know what is the initial setup that I have do if I want to use Mercurial set up in my project.
When I am trying to add new software It is giving me following error.

the 'Duplicate Location' error message in your screenshot would indicate that there is already an update site setup for that URL.
In the screen before doing the 'add repository' look at the list of current update sites and you may find one for Mercurial already. Make sure it is selected and a list of all the features for that update site will be listed for you. Then you can select the MercurialEclipse and MercurialBinaries features and install then in Eclipse

The Mercurial Eclipse homepage is here: http://javaforge.com/project/HGE.
They have installation instructions there:
[...] you can get the plugin easily using the Eclipse Update Manager, just click Help → Software Updates in Eclipse. The Eclipse Update Site for MercurialEclipse is available at this URL:
http://cbes.javaforge.com/update
If you are not familiar with getting new software and updates to Eclipse, please read this article.

Related

TKCustomMap Version Conflict

This issue has been reported on GitHub here -
https://github.com/TorbenK/TK.CustomMap/issues/325
Has anyone else has struggled with this? I was stoked to find this nuget package because it does exactly what I'm looking for but it needs Places and some other GooglePlayServices installed and I can't install them because of this conflict.
I'm also not sure if uninstalling TK.CustomMap and then installing the Play Services would even help because the person who reported the issue on GitHub said-
I converted my app to .net 2.0 and had to use the newest Google play services
60.1142.1 for AdMob to work. It wouldn't install until I uninstalled TK.CustomMap, and now TK.CustomMap won't reinstall because it only want to use GooglePlayServices 42.1021.1
Severity Code Description Project File Line Suppression State
Error NU1107 Version conflict detected for Xamarin.GooglePlayServices.Tasks. Reference the package directly from the project to resolve this issue.
HunterTracker.Android -> Xamarin.GooglePlayServices.Base 60.1142.1 -> Xamarin.GooglePlayServices.Tasks (= 60.1142.1)
HunterTracker.Android -> HunterTracker -> TK.CustomMap 2.0.1 -> Xamarin.GooglePlayServices.Location 42.1021.1 -> Xamarin.GooglePlayServices.Tasks (= 42.1021.1).
That's pretty much the exact error I'm getting trying to install the other packages. There's no resolution on github.
Anybody found a work around? Or does anyone know how to "Reference the package directly from the project"?
Thanks to SushiHangover's comments above pointing me in the right direction I was able to discover what I needed to do here. I had an error updating the nuget packages of TK.CustomMap at first because v26 Xamarin.Android.Support.Vector.Drawable was targeting MonoAndroid8.0 and the update to v27 must target MonoAndroid8.1 So it took quite a bit just to be able to update the nuget packages in order to get the assemblies with later versions so I could use TK.CustomMap in my solution. But I was eventually able to get there. Here were the steps I followed (as best I can remember). I am unable to compile ios right now because I don't have a MAC so that fix will have to come later. This fix is for the shared project and Android project only
Download the TK.CustomMap-master from github
Extract it and delete the Sample project completely (I also deleted the UWP project as I'm not really interested in that at this time)
Opened and built then closed. Deleted packages folder, vs folder, bin and obj from Android and Shared Project (this step is probably not necessary but I did it so...)
In the packages.config in Android changed all targets from monoandroid80 to monoandroid81 save file
In the TK.CustomMap.Android.csproj for every v26.0.1 of any Xamarin.Android.Support or other Xamarin.Android util package changed 26.0.1\lib\MonoAndroid80 to 27.0.2.1\lib\MonoAndroid81 - save file
In the nuget folder in TK.CustomMap.nuspec changed the target framework in this section
<group targetFramework="lib\MonoAndroid7.0">
<dependency id="Xamarin.GooglePlayServices.Location" version="42.1021.1" />
<dependency id="Xamarin.GooglePlayServices.Places" version="42.1021.1" />
<dependency id="Xamarin.Android.Maps.Utils" version="0.5.0" />
<dependency id="Xamarin.Forms" version="2.5.0.91635" />
<dependency id="Newtonsoft.Json" version="10.0.3" />
</group>
to
<group targetFramework="lib\MonoAndroid">
so it could target any version
Opened and updated all nuget packages using package manager (not console). Built debug and release builds
At this point opened solution I had tried to implement TK.CustomMap in previously to attempt the fix. Remember the original issues was that the latest frameworks could not be used and 42.1021.1 frameworks were unable to locate com.google.gms.location and com.google.gms.places.ui files so they had to be updated or no TK.CustomMap
In the problem solution uninstalled TK.CustomMap from all projects
In the problem solution Android project added reference to all the dlls in the release folder of the Android bin file from TK.CustomMap project.
Installed updates for all Xamarin.Android frameworks in problem solution through Package Manager (not console)
Installed updates of all other nuget packages for all projects using Package Manager (not console)
Installed TK.CustomMap to Shared project using Package Manager (not console)
Added the References to the android project a second time. May or may not have helped.
Installed TK.CustomMap Nuget Package using Package Manager (not console)
Built and ran on Live Player successfully!!
Thanks to Sushi Hangover for the advice. I haven't seen any comprehensive tutorials anywhere on how to accomplish this so I figured I would post my own answer in case anyone else was looking. Definitely if you are new to VS all this stuff is no walk in the park in the beginning.
Thanks to #Travis Fleenor. This is my solution. I change a bit your sequence in order to work on mine.
1. Make sure the original proyect from github (https://github.com/TorbenK/TK.CustomMap) works and you can run it.
2. Update the nugets where you get the conflict. In my case I got conflicted in googleplay library version. I updated it in the original proyect and then assure it could run it.
3. Compile entire solution in release mode. Then, copied the generated dll from bin/release and pasted them in a folder in my desktop.
4. I referenced those dll to shared proyect and android proyect. I only used nuget package manager to install some missing packages needed for the tk.custom. Notice that you only will reference some dll that the proyect accept. For the mayority Visual will prompt ' dll already referenced' something.
5. first reference your shared proyect, later your android one. That's all. make sure the you ca recompile solution.
Hope this helps

Mercurial support partially not working in Atom-Nuclide

I have installed the latest version of watchman, which can be found here:
/usr/local/bin/watchman
I performed the Install Recommended Packages on Startup and I watched them install after restarting.
This is a fresh new install of Atom and Nuclide with the latest version of everything.
I have a test project with files added to the Mercurial repository. The repository .hg directory sits at the root of the project. When I open a Diff View into a file, Nuclide picks up the previous Mercurial version of that file just fine as I make edits and it shows the comparison between the two. Previous version on the left is shown. So I know that Atom-Nuclide is able to interact with the Mercurial repository.
However, nothing else seems to be working for Mercurial support.
When I select "Toggle Blame" on the same file where Diff View is working, I get this message: "Failed to fetch blame to display. The file is empty or untracked or the repository cannot be reached."
The File Tree Highlighting does not work. No colors on any of the files in any of their mercurial states.
The colored Line Modification Notifications do not show inside of the Atom gutter.
The Added and Removed Lines feature is not showing in the status bar.
These features in Atom-Nuclide are the reason why I am interested in trying out Mercurial instead of Git and are big reasons for trying this IDE in general.
The same problem was reproduced on a different distro. I can't be the only one who bumps into this. No business can safely rely on a development environment where the level of community interest outside of FB cannot support an attempt to claim a Stack Overflow bounty on a question like this. The solution is to wait for better type support and type checking to come to PHP. Numerous RFCs exist to do exactly that and other IDEs will take advantage of this in future versions of PHP.

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

Force Jenkins Subversion plugin to use HEAD revision

I was using Hudson for doing my project builds and now planning to migrate to Jenkins.
The build server time is not in sync with the developer machines, and hence svn update does not work correctly. In Hudson, I was able to set the revision policy to HEAD, whereas its missing in Jenkins.
I searched a bit and saw that a Jira is created for this issue, but did not find a working solution for the problem.
I tried to manually install the Hudson subversion plugin in Jenkins, and the Revision policy option came up, but for some reason it caused an exception while setting the svn authentication info.
If anyone knows a solution to make this change in Jenkins, kindly reply.
Figured out. Append all SVN urls with #HEAD and svn update will happen from HEAD!
The plugin doesn't offer such feature but you might find useful this jira issue. There is a patch in the comments for that purpose. See Issue 1241.

m2eclipse on windows with Mercurial does not allow hg to be used on the "Check out Maven Projects from SCM" wizard

I followed the answer from this posting:
How to use Mercurial, Maven and Eclipse together?
But the "Check out Maven Projects from SCM" still does not allow me to use Mercurial SCM.
The only option I get is "svn" in the dropdown, and even if I ignore the drop down and enter in "scm:hg:http://myMercurialRepoURL"
I'm using:
Eclipse 3.6.1
m2eclipse 0.12 from http://m2eclipse.sonatype.org/sites/m2e
"Maven SCM handler for Subclipse" 0.12.0 from m2eclipse extra's site (sorry, I would give the URL, but my new account doesn't have enough rep)
MercurialEclipse 1.8.1 from http://cbes.javaforge.com/update
And I've uninstalled, and reinstall those plugins in that order.
I'm able to use Maven in projects, and use Mercurial separately in Eclipse - it's just this one Wizard that seems to be broken, which leads me to believe that if I try to Materialize an Artifact from a Mercurial repo that it will also fail.
Has anyone had any luck with this Wizard? Perhaps on earlier versions? Is this a new bug?
Thanks
As far my search went, I didn't get to find a suitable connector for mercurial and m2eclipse (in terms of only using IDE). However, I did an experiment wherein I cloned a copy of the source from outside the IDE. (via TortoiseHg specifically)
Afterwards, assuming you have already m2e installed in Eclipse:
Go to File > import > maven > existing maven projects, then select the folder where you've originally pulled/cloned your source code.
I believe by doing so, you'll see the m2e commands in the project's context menu (via run as), and effective use mercurial commands. (via team context menu)
At least for now, this is better not using m2e and mercurial at the same time.
If anyone has a more streamlined approach, I'm also curious. :D