Can't build a VS project on macOS - visual-studio

I get "Sharing violation on path" error whenever I try to build a VS project on macOS if the project is not in Users/../projects folder. I keep my work files on separate drive (exFat) which is perfectly accessable and works fine both under windows and macOS.
I assume it happens because of some permissions' violation but I am very new to macOS and can't figure it out.
macOS version - Mojave

Fixed in the way like kinhoon said, thanks.
One useful side note: we can use "Home" env variable instead of hardcoded users/<user_id> folder
<IntermediateOutputPath Condition=" '$(OS)' == 'Unix' ">$(Home)\path_to_folder\$(Platform)\$(Configuration)</IntermediateOutputPath>

Looks like it's a bug related to the way OS or VS handles writing on file systems FAT and exFAT.
https://www.feval.ca/posts/fixing-cs2012/#fn:1

I found another solution, which you can still keep your code in exFAT.
https://xamarin.github.io/bugzilla-archives/15/15093/bug.html
The solution in the above link suggests to manually edit the project file and put the following line into the build configuration to put the intermediate files in your Mac volume:
<IntermediateOutputPath Condition=" '$(OS)' == 'Unix' ">\Users\your_user_id\path_to_folder\$(Platform)\$(Configuration)</IntermediateOutputPath>
Note that you need to replace your_user_id and path_to_folder in the line above with your own values specific to your Mac installation.
The best is to put the line in every platform and configuration.
You can actually put it somewhere other then Users folder, but that seems to be the best place to put.

Related

Application doesn't launch from ZeroBrane Studio

I'm having a lot of problems with ZeroBraneStudio!
I enjoyed using it to write my first application on Windows, but now I fail to make it working on MacBook Air and even on WIndows after reinstalling Solar2D and ZeroBrane!
If I launch my app opening Corona Simulator everythings works well, but ZeroBrane doesn't work. The errors on MacBook and on Windows are similar.
On MacBook:
Program starting as '"/Applications/Corona-3664/Native/Corona/mac/bin/lua" -e "io.stdout:setvbuf('no')" "/var/folders/4w/hn6pxl5s20v31f0q2n9msjs40000gn/T/.bO0D1R"'.
Program 'lua' started in '/Applications/Corona-3664' (pid: 1638).
Debugging session started in '/Applications/Corona-3664/'.
SampleCode/Interface/Composer/main.lua:18: module 'composer' not found:
no field package.preload['composer']
no file './composer.lua'
no file '/usr/local/share/lua/5.1/composer.lua'
no file '/usr/local/share/lua/5.1/composer/init.lua'
no file '/usr/local/lib/lua/5.1/composer.lua'
no file '/usr/local/lib/lua/5.1/composer/init.lua'
no file './composer.lua'
no file './composer/init.lua'
no file './lua/composer.lua'
no file './lua/composer/init.lua'
no file '/Applications/ZeroBraneStudio.app/Contents/ZeroBraneStudio/lualibs/composer/composer.lua'
no file '/Applications/ZeroBraneStudio.app/Contents/ZeroBraneStudio/lualibs/composer.lua'
no file '/Applications/ZeroBraneStudio.app/Contents/ZeroBraneStudio/lualibs/composer/composer/init.lua'
no file '/Applications/ZeroBraneStudio.app/Contents/ZeroBraneStudio/lualibs/composer/init.lua'
no file './composer.so'
no file '/usr/local/lib/lua/5.1/composer.so'
no file '/usr/local/lib/lua/5.1/loadall.so'
no file '/Applications/ZeroBraneStudio.app/Contents/ZeroBraneStudio/bin/clibs/composer.dylib'
no file '/Applications/ZeroBraneStudio.app/Contents/ZeroBraneStudio/bin/clibs/libcomposer.dylib'
stack traceback:
[C]: in function 'require'
SampleCode/Interface/Composer/main.lua:18: in ma etc.
Please help me to understand what is going wrong!
Thanks
It looks like your project points to /Applications/Corona-3664/ folder, but it needs to point to the location of your project files, such that the require statement for your project modules work from that location (or you need to adjust package.path values so that Lua interpreter can find the modules you are loading).
In this particular case it looks like the application expects the composer.lua to be in the same folder as main.lua, so try setting your project folder to /Applications/Corona-3664/SampleCode/Interface/Composer/ (although it's better to keep it outside of Applications/ folder).

"The selected directory is not valid home for Lua SDK"?

I'm new here so I apologize if this question is breaking some rule or something. But this is becoming a problem for me. I downloaded Intellij and downloaded the lua plugin for it. Well, now I'm trying to configure lua sdk but everytime I put in the location for it, it says "The selected directory is not valid home for Lua SDK"
What is the valid home? What am I doing wrong?
The problem might be that your lua.exe file is actually named luaXX.exe where XX is the version.
In my case it was lua53.exe. I renamed just the lua53.exe file to lua.exe; I didn't rename the rest.
So at first I had:
lua53.dll
lua53.exe
luac53.exe
wlua53.exe
After renaming the file I have:
lua53.dll
lua.exe
luac53.exe
wlua53.exe
With this changed, the Intellij plugin detected the folder as a valid home.

Xcode 6 beta 3: invalid virtual filesystem overlay file

After updating to Xcode 6 beta 3 the compiler keeps crashing with the following error:
/[Long-path-goes-here]/all-product-headers.yaml:4:13: error: Could not find closing ]!
'roots': [
^
fatal error: invalid virtual filesystem overlay file '/[Long-path-goes-here]/all-product-headers.yaml'
1 error generated.
Solved by doing the following:
Find the /[Long-path-goes-here]/all-product-headers.yaml (Go to Folder... in Finder)
Replace the contents with the code below.
Save and lock the file. (Get info for file, check locked.)
{
'version': 0,
'case-sensitive': 'false',
'roots': []
}
After this Xcode will complain about not being able to write the file with this error this is expected and doesn't seem to affect the build. Edit: For most people. If it prevents you from running try disabling Defines Module in Build Settings of your Target:
Unable to write to file /Users/user/Library/Developer/Xcode/DerivedData/.. (You don’t have permission to save the file “all-product-headers.yaml” in the folder “Pods.build”.)
Hat off to the discussion on Apple Developer forums. Also, this is the relevant issue in CocoaPods issue tracker.
Try setting "Defines Module = YES" in your app target. Works for my project.
Clean (command-shift-K), and clean-build-folder (command-alt-shift-K) and build again worked for me.
I had this problem because I deleted some old archives and files from my mac to make more space. However running pod install for this project solved it.
Perhaps your path to .yaml file contains ' character. It makes the parser confused. Using TextWrangler, you can see your path has different colors (red & black).
That's my case, and moving project to another path (which doesn't contain ') solved my problem.
I solved it by delete the current project's DerivedData folder by (Xcode 8):
Xcode > Preferences > Locations tab > Click on the right arrow under
DerivedData > inside the folder DerivedData delete the project folder.
Better to do hard clean also by Shift+Cmd+Alt+K.
And build.
Can fix with one shell command:
echo "{\n\t'version': 0,\n\t'case-sensitive': 'false',\n\t'roots': []\n}" > /[Long-path-goes-here]/all-product-headers.yaml
Where the path is copied out of the Xcode error.
See Daniel Schlaug's answer for background info
I tried all the answers above/below. None worked.
However, Restarting Xcode did it.
Try that before going into the madness of trying to fix the actual situation of the missing file. All the rest is madness. Heck, If that doesn't fix it. I would even try restarting every time you do one of the strategies listed here. Maybe one of those fix it but Xcode gets stuck until you restart it.
Nothing else to do, Xcode is just too buggy at times.
I get this error too frequently, so I've made a simple bash script based on Daniel Schlaug's answer. I've never needed to lock the file. Just copy the file referenced in your error log and use it as the only parameter. Don't forget to chmod +ux before running.
#!/bin/bash
if [ "$#" -eq "0" ]
then
echo "No arguments supplied"
exit
fi
rm -rf $1
echo "
{
'version': 0,
'case-sensitive': 'false',
'roots': []
}" > $1

XNA projects hosted in Dropbox fails to build due to incorrect file paths

I have an XNA project that's hosted and shared with another user via a Dropbox account. When I try to build, it fails with this error:
Unable to copy file "D:\Documents\Dropbox\Super Mario Limitless\SuperMarioLimitless\SuperMarioLimitless\bin\x86\Debug\Content\m_norm.xnb" to "bin\x86\Debug\m_norm.xnb". Could not find a part of the path 'D:\Documents\Dropbox\Super Mario Limitless\SuperMarioLimitless\SuperMarioLimitless\bin\x86\Debug\Content\m_norm.xnb'.
It seems to be trying to pull a file out of the other computer's path, which clearly doesn't exist on this computer. I've traced it down (roughly) to a file called ContentPipeline.xml in $(SolutionFolder)\SuperMarioLimitlessContent\obj\x86\Debug\
<Item>
<Source>m_norm.png</Source>
<Name>m_norm</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
<Options>None</Options>
<Output>D:\Documents\Dropbox\Super Mario Limitless\SuperMarioLimitless\SuperMarioLimitless\bin\x86\Debug\Content\m_norm.xnb</Output>
<Time>2012-12-06T21:47:30-05:00</Time>
</Item>
Now, I can change the paths to my own, and it will work for me but not for him. I tried changing them to relative paths, but it doesn't seem like whatever's loading this file will parse relative paths, nor does it work with $(SolutionFolder) or $(ProjectFolder), instead interpreting them literally.
The two content files in question are both set to "Build Action: Compile" and "Copy to Output Directory: Copy Always".
So, is there a way to fix this, or is this a sign of deeper problems?
Thanks in advance.

Override Working Folder with Starteam/CruiseControl

For some reason, I can't seem to get CruiseControl.net to checkout code to anywhere but the starteam working folder for a specificed view.
I've tried both overrideViewWorkingDir and overrideFolderWorkingDir, and neither seem to work.
Has anyone been able to do this?
Are you looking for the project's workingDirectory element instead of the starteam override?
<sourcecontrol type="starteam">
<executable>C:\Program Files\starbase\StarTeam 5.4\stcmd.exe</executable>
<project>ProjectName/ViewName</project>
<username>UserName</username>
<password>Password</password>
<host>127.0.0.1</host>
<port>49201</port>
<autoGetSource>true</autoGetSource>
<overrideViewWorkingDir>C:\temp\ProjectName</overrideViewWorkingDir>
</sourcecontrol>
Works fine for me with ccnet 1.4.3 and Startem Cross-Platform Client 2008 R2. Make sure XML is valid. I had overrideViewWorkingDir tag not properly closed and ccnet was ignoring it. Found it by running ccnet.exe from the command line instead of as a service. Also you can use Process Explorer from SysInternals to view command line arguments passed to stcmd.exe
Make sure your working folder properties are set to a relative and not a full path (ex: MyFolder instead of C:\MyProject\MyFolder) or it will override the override. I've seen files checked out to some very odd places in the past when people mistakenly put in full paths when adding a folder to a view.

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