sphinx-build force fail on "download file not readable" - makefile

Background
I have some docs which include some download files. See example:
Make sure to download :download:`this file</foo/bar_v1.2.tar>` for more details
The site/downloads/foo/bar.tar file is created and moved into the directory as part of the build process.
I am using the sphinx-build -M html . site -W to build the docs.
My issue
When we change the version of the file, the file name changes. Sometimes folks can forget to update this place in the docs and rename the download file correctly.
When I run the sphinx-build command, I see the following error:
download file not readable: /path/to/site/downloads/foo/bar_v1.2.tar
... but the build process continues and sphinx-build exits 0.
My question
I would like sphinx-build to error out when it encounters an unreadable file, but I cannot figure out how to do this.
As noted above, I have tried the -W which is supposed to turn warnings into errors, but it does not work.
Other possibilities
My question stated that I think my problem will be solved by causing sphinx-build to fail for download file not readable messages, but if anyone else has solved similar issues in another way, I would love to hear about it
Thanks.

Related

GO API installation fails "evq/chromaticity"

I am trying to install chromaticity on my own machine for testing, and no matter what i do i will always hit the error seen in this picture installation error
I dont know why it happened i tried searching but i found nothing online. my question is does anyone know why it happens? or can point me to the right direction? i have checked the folders and yes there are no GO files in there but i dont see why that is a problem
The api could be found here: https://github.com/evq/chromaticity
This is not an issue (as in bug) on the project, rather an issue due to lack of documentation on how to build the project itself.
If you look at the Makefile file on the root directory, you'll notice that static/static.go is a generated file as part of the build process. Such file is usually not committed to the repo so you'll need to build it yourself. To do so, you'll need to have go-bindata installed.
Here's what you need to do in order to build the project successfully:
Get the go-bindata package
go get -u github.com/jteeuwen/go-bindata/...
Get the project
go get github.com/evq/chromaticity
Go the project root directory
cd [...the chromaticity project root..]
Run make to generate the static/static.go file
make
Build/ install the project
go install
Update:
Noticed from your screenshot that you're using Windows, in that case you may need to workaround the issue of running Makefile in Windows. See here for possible solution: How to run a makefile in Windows?
I've run into the same issue when trying to "get" and then install this project. I looked into the code and there is no trace of Asset() function in github.com/evq/chromaticity/static. Moreover git history does not show any .go files in static/ directory. Personally, I would create issue in the project and/or look for different repo containing desired functionality.

Why is go build doing nothing?

I'm running into a bizarre problem at work.
I have a project. In this project are two packages, each in its own folder. Each folder contains various .go files that are part of that package.
In folder A, if I say go build -v, I get a list of the stuff it's building.
In folder B, if I say go build -v, I get an immediate return with no output.
Both folders contain nothing but .go files, and there is no easily-identifiable reason why it is building the code in the one and building nothing in the other.
go version returns go version go1.7.5 linux/amd64
How in the world do I figure out what's going on here?
EDIT: To clarify issues brought up in comments:
There is no package main in either folder. In the folder A, go install produces a .a file in the appropriate place under $GOPATH/pkg. In folder B, go install does not. It is doing nothing, and failing silently. Something is legitimately going wrong here.
Suggested remedies from comments include using the -a flag (errors out on something that appears to be completely unrelated) and using the -x flag. The -x flag, which supposedly should give extremely verbose output, instead is useless, outputting single lines referring to temp files that do not exist once the build terminates, such as WORK=/tmp/go-build026498757.
You mention that the temporary directories are gone after the build terminates.
You can retain these directories with the -work flag.
From go help build:
The build flags are shared by the build, clean, get, install, list, run, and test commands:
...
-work
print the name of the temporary work directory and
do not delete it when exiting.
This should help provide some more information and context around what is and is not happening.
I also faced a similar issue, don't know the root cause but run
go build main.go
Basically, add the filename and try.
It's likely that you already have an up-to-date build installed in your gopath. This might mean that you did something like ran go install on that particular package previously and have yet to modify any of the files in the directory.
Check Go's pkg directory for the corresponding *.a library and see if the modification timestamp on it is later than the timestamps on your source files.
I think go build's result is hiding by your editor.(file tree)
In my case, I am using vscode.
vscode hides files that first char is '.'
if you move to src directory and type ls -al in terminal

XCode 7 Otool failing to copy file during build

[OSX 10.10.5, XCode 7.0.1]
I'm getting an error during my build stating that Otool can't copy a file:
error: otool: can't open file: /usr/local/opt/llvm/lib/libclang.3.6.dylib: (No such file or directory)
The two lines before the error (and what I think is causing it, because there are no other error indications) are:
cp -p /usr/local/opt/llvm/lib/libclang.3.6.dylib /Users/me/Library/Developer/Xcode/DerivedData/MiCASE-asvgjysohljplretlamgcpgnxgiq/Build/Products/Debug/MiCASE.app/Contents/Frameworks
cp -p /usr/local/opt/llvm/lib/libclang.3.6.dylib: /Users/me/Library/Developer/Xcode/DerivedData/MiCASE-asvgjysohljplretlamgcpgnxgiq/Build/Products/Debug/MiCASE.app/Contents/Frameworks
When I manually perform the command in a terminal, it works fine. I've set the permissions of the dynamic library to me:admin 777, so the file definitely exists. Thus I don't understand why I am getting the error.
This leads me to believe there is something else that is failing but the build log isn't showing it.
I'm also getting this error at the end of the script, but I think it's due to the above:
Command /bin/sh emitted errors but did not return a nonzero exit code to indicate failure
Solution
#trojanfoe, thanks for the info.
The problem was that as part of the build, a script was being run. In the script otool was being used to extract dependencies, and filtering of its output was done incorrectly. Fixing the filtering resolved the issue.

"The system cannot find the path specified" when compiling SASS

I'm trying to learn SASS and so I have installed ruby through RubyInstaller and installed the sass gem.
I am able to type out my sass and have the compiler watch the file and write to another just fine, but every time I save my file I get
The system cannot find the path specified
C:\Program Files (x86)\Notepad++)
However everything works as intended, the styles are updated and compiled just fine, but it's quite annoying hitting ctrl+s and having that error keep popping up when it doesn't seem to be affecting anything.
How do I go about troubleshooting this?
Here is a solution for anyone else having the same trouble on notepad++:
Sass-Auto-Compile
For using the Sass-Auto-Compile plugin, you first need to install
another plugin called jN. jN is a plugin for Notepad++, which executes
your JavaScript-scripts in the Notepad++ environment, meaning you can
write plugins in JavaScript
this is the link :
http://www.ninjagame.de/blogContent/Sass-Auto-Compile.js
To get the auto-compiling working, you need to do two things:
Copy this script into the directory “Notepad++/plugins/jN/includes/” .
Now edit the script and change the variable pathToRubyBinDir to the
right value. Mine is: “C:/Program Files/Ruby193/bin/” .
OPTIONAL: There are two more configuration variables:
debugMode: can be true or false. In case of true, you will see the
command line, which calls the compiling process. You can see compiling
errors in this command line window.
outputStyle: this determines, how your .css is going to look like.
(compressed, extended…). See the comments above this variable for more
information.
This guide is copied and pasted from http://deekaysblog.wordpress.com

How to initialize sparkup plugin in Vim for MacOS?

Im new to Vim and am having trouble installing the sparkup plugin found at https://github.com/rstacruz/sparkup. I've copied the contents of the zip into the ftplugin folder and have tried to expand the div tag by pressing command e but appears.
Im stumped, any assistance would be appreciated
Make sure you have filetype detection enabled. That was the issue I ran into a while back on sparkup, with similar symptoms.
Try adding the following to your ~/.vimrc:
filetype indent plugin on
Most of the time, vim plugins come with specific help files, it does not seem to be the case for that one...
You can check the following things :
This a "file type" plugin : so it will only trigger when you are editing a *.html file. So make sure you're not doing your test on a new buffer but on a previously saved .html file.
Regarding your installation and the path of the sparkup files, make sure than sparkup.py and sparkup.vim are in ~/.vim/ftplugin/html (and not something like ~/vim/vim/ftplugin/html) or it won't work
Type :scriptnames it will list all loaded plugin : so somewhere in that list you should see sparkup.vim, if not it means it is not correctly installed or detected by Vim.
Regarding the shortcut to invoke sparkup, it seems to be <CTRL>e.
You can use vim version of Sparkup tailored for easy installation https://github.com/pyp/vim-sparkup.
With Pathogen
cd ~/.vim/bundle
git clone 'https://github.com/pyp/vim-sparkup.git'
With Vundle. Add this to .vimrc:
Bundle 'pyp/vim-sparkup'

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