I am using a custom language (antha) which gets transpiled to go.
Antha script files end in .an and get transpiled to.go
I have a function in a .go file and I want to find its usages in .an files.
How do change the "find usage" feature of Gogland to include the .an files? Currently it only searches in the .go transpiled scripts.
A language plugin that understands antha would need to be created / installed in order for that feature to work, otherwise the IDE has no way to understand how to make that feature work. If you wish to learn about plugin development for IntelliJ Platform, you can start here.
Related
I found that there is no plugin for automatic language detection, how to add it?
Can this function be integrated into VuePress to automatically detect the client language and jump to the corresponding multilingual site.
There is an official plugin for it, it's just incredibly hidden and also took me quite some time to find:
https://vuepress.github.io/en/plugins/redirect/
Set "locales: true" and then make sure all files are placed in a language directory inside of the docs directory. So your docs/ directory should only contain .vuepress/ and then more folders for all languages with the same structure:
/docs/.vuepress/
/docs/en/
/docs/de/
/docs/pt/
/docs/zh/
[...]
I am new into software developing. I have found this GitHub repository which I plan to modify. Let's just say I fork this repository and modify it. How would I then be able to export it from there. By export it I meant turn all of those files into one windows executable file. Thanks.
In general, building a project is a project-specific task unless the project is written in a language (such as Rust) that has a built-in build tool. If you're unclear about the steps to build a project, you should look in the documentation or the wiki for steps about how to do so, and failing that open an issue asking them to document the procedure for building the project.
Just looking at the project, it does not seem obvious that it should produce a binary executable of any sort since it's written mostly in JavaScript.
Usually you use a compiler to turn source code into machine code (exe files).
As bk2204 mentioned, this project is based on Javascript and Node.js.
Javascript is interpreted instead of compiled, so another program (Node.js) reads the source code and executes it directly every time instead of first compiling it into an exe file. That other program itself may be in an exe file.
The project you have linked is a fork of this project, and that one seems to have a Windows launcher/installer exe file (that probably installs or contains Node.js, but I haven't checked).
That installer is available here in both exe and source code form. So you could modify the launcher and rebuild it, but the main app is not in the launcher, instead it's in all the JS files. You may be able to edit the JS files and just use the same launcher without modifying it. There may be a packaging step required after editing the JS files, to package them into a form that the launcher expects. You would need to run this build step after every time you modify the JS files, to provide the new code to the launcher.
You would have to explore the project's structure and build process to find out the exact steps.
If you're very new that may be exceedingly difficult.
You may want to practice by learning Javascript and Node.js.
You could after that try Java which is compiled, and possibly more powerful than Javascript. Just for fun.
Maybe you could do 30 of these practice projects, then you'll have a chance of being able to modify this project successfully.
I'm creating a RN app that is meant to be some kind of wrapper. It should have multiple targets (like in Xcode) and all its content (images, text, etc.) should be target dependent. Unfortunately, I cannot find any useful informations about how to achieve this without opening Xcode or Android Studio project and create those targets manually (like here). Is there any other solutions for this?
I was still struggling with described problem but I finally found a solution. It's not easy, needs writing a bit of boilerplate code and looks more like a workaround but I hope it will help someone in the future. What I did is I have completed my wrapper app with the resources for one of my targets so I can have visual effect. In the project's root directory I've created a folder with subfolders for each target. Inside each I have put files (images, source code files, other assets) that are target-dependent. Then I've created bash script that takes one argument - target's name. Based on it, it replaces all the target-dependent files from target's subfolder to the original file's destination in the project structure. In this proces all meta-data informations are also replaced so after firing .sh file I can build the app and upload it to both stores. It's really time consuming to create all these apps separately and publish them and it's maybe not the best solution, but at least it works!
On android, you can edit build.gradle files, java or properties, without having to launch Android Studio (which simply uses Gradle)
You can build different type flavours by only changing app/build.gradle
On iOS, that's another story. Project file (.pbxproj) is a mess,and other Workspace/Scheme files are not easy to read or script. So XCode is the way to Go.
I tried to have dynamic target & Info.plist, there are tools to script that like PlistBuddy
in the end, I saw there are many ways to launch a React Native app for developpers. Some prefer the command line, and only VSCode.
Others want to play with native IDE.
By the way, native IDEs are VERY useful.
e.g. : you want to fine-tune your application performance, using XCode view hierarchy debugger or android Studio Layout Inspector (and be sure you don't use to many views), or use any other performance tools these IDEs offer...
In the end, I used react-native-config along with multiple almost similar configs (Info.plist < target < Scheme for each), here's a post giving an overview of the setup.
I am using Xcode as part of my build for OS X, but since it is not the only IDE used, files may be added from the file system directly.
As far as I can tell, there are two ways of adding folders:
Folder reference picks up all the changes on the file system but does not register any of the files as sources.
Recursive copy allows for the files to be built but I need to constantly maintain the file structure
I am wondering if there was a way to setup Xcode to build all of the files that are a part of the folder reference or failing that, if there is a quick script to automagically fix file system discrepancies.
I came up with proof-of-concept solution that works, but will require some work to use in production. Basically, I set up a new "External Target", which compiles all source files in a given directory into a static library. Then the static library is linked into the Main Application.
In detail:
Create a directory (lets call it 'Code') inside your project directory and put some source code in it.
Create a Makefile in the Code directory to compile the source into a static library. Mine looks like this.*****
Create an External Target (lets call it 'ExternalCode') and point it to the Code directory where your source and Makefile reside.
Build the ExternalCode and create a reference to the compiled static library (ExternalCode.a) in the Products area of your project. Get Info on the reference and change the Path Type to "Relative to Built Product".
Make sure ExternalCode.a is in the "Link With Binary Libraries" section of your main target.
Add the ExternalCode target as a dependency of your main target
Add the Code directory to your "User Header Search Paths" of your main target.
Now when you drop some source files into 'Code', Xcode should recompile everything. I created a demo project as a proof of concept. To see it work in, copy B.h/m from the 'tmp' directory into the 'Codes' directory.
*Caveats: The Makefile I provided is oversimplified. If you want to use it in a real project, you'll need to spend some time getting all the build flags correct. You'll have to decide whether it's worth it to manually manage the build process instead of letting Xcode handle most of the details for you. And watch out for paths with whitespace in them; Make does not handle them very well.
Xcode's AppleScript dictionary has the nouns and verbs required to do these tasks. Assuming your other IDE's build scripts know what files are added/deleted, you could write very simple AppleScripts to act as the glue. For example a script could take a parameter specifying a file to add to the current open project in Xcode. Another script could take a parameter to remove a file from the current project. Then your other IDE could just call these scripts like any other command line tool in your build script.
I'm not aware of any built-in functionality to accomplish this. If you need it to be automatic, your best option may be to write a Folder Action AppleScript and attach it to your project folder.
In all likelihood it would be a rather difficult (and probably fairly brittle) solution, though.
It's not pretty, and I think it only solves half your problem but... If you recursively copy, then quit xcode. Then you delete the folders, and replace them with simlinks to the original folders, you at least have files that are seen as code, and they are in the same files as the other IDE is looking at... You still will need to manually add and remove files.
I sort of doubt that there's a better way to do this without some form of scripting (like folder actions) because xcode allows you to have multiple targets in one project, so it's not going to know that you want to automatically include all of the files in any particular target. So, you're going to have to manually add each file to the current target each time anyway...
One way to import another file from add/existing file:
and set your customization for new file that added .
see this
I have a script that will convert a text file into a resource file, so that I can have multiple language support by having text files for different languages converted into different resources. Once I run the script to get the resx file, I then have to run a custom build tool (as described here:Link to Code Project) in order to create the Designer.cs files to use the new files.
In keeping with the philosophy that I should be able to build the entire project with a single button click, how can I remove the step where I have to explicitly call the custom build tool in order to make the codebehind files?
I've tried automatically deleting the Designer.cs files as a pre-build step, since I would think that the custom build tool would automatically run if there were no Designer.cs files, but no dice.
So, I want my build script in Visual Studio/msbuild to do:
1) convert text to resx (done)
2) move resx files to appropriate directory (done)
3) create designer.cs files using a custom build tool (not done)
It's that last step...
Unfortunately I don't think there's an easy way of doing this. Custom Build Tools only run from within VS.NET - they don't run when you build your project using MSBuild from the command line.
In general, if you have the choice of writing a build tool as a Customer Build Tool or an MSBuild Task then choose the MSBuild Task every time as these Tasks will run in VS.NET and from the command line.
The designer.cs files for resources are there to support your coding. They give you the strongly typed access into the resource file. So, as long as you create your culture invariant resources in VS.NET (and let it create the .designer.cs files) then adding additional language support later (additional .resx files) should work fine.
If, however, your text files are your primary resource files, and you're adding new resource strings into these text files first, then you'll need to find another way of generating .cs files that allow you to code against those resources. If you HAD to, generating the .designer.cs file yourself (or somethign similar) wouldn't be that difficult. Using CodeDom or T4 you could create the helper class, using an existing .designer.cs file as a template.
There is a way to generate the *.Designer.cs for *.resx as part of the build process. There is a built-in MSBuild task GenerateResource, which basically a wrapper around the SDK tool resgen.exe. Here you can find an example how to use it.
Another thing you would find useful, if the generated *.Designer.cs version is not correct, basically, GenerateResource task is not calling the desired version of resgen.exe, setting property SdkToolsPath might help you.
Have you tried adding a Exec step in Before/AfterBuild step in your csproj? You have to manually edit the file for this, but that should solve your problem.
I'm not fully clear on if you want this done before or after the build. If you need it done sometime after Pass1/Pass2, you can hook into the targets directly. Try looking into Microsoft.Build.Common.Targets to get a feel for how to do this.