I'm using enumerators (experimental) in my project. Pub Build (Generate JS) in my Dart Editor does not work due to the enums. In my console, this command:
dart2js file.dart --enable-enum
does work, but it is inconvinient to do it through the console. Is there any way to add arguments to the default command in Dart Editor (--enable-enums) so it'd allow it to compile into JS?
Running it by default in Dartium works and when copying and pasting the server url (http://localhost:8080/index.html), the dart2js is triggered and it starts working (after average compilation time).
EDIT: Yes, I have enums enabled in my editor.
EDIT2: To enable enums in dart2js, I have this transformer in pubspec.yaml:
transformers:
- $dart2js:
commandLineOptions: [--enable-enum]
However, I get this error in a file, which uses enums:
Directive not allowed here.
part of thing;
^^^^^^^^^^^^^^^^
[Info from Dart2JS]:
It's weird that it works in the console with the same arguments and not in the editor.
I have filled a bug report here.
As of 2016, the enumerators are fully implemented.
Related
In Visual Studio I'm using Gulp to compile Sass, using gulp-sass 4.0.2. When I use map.get() to get a mapped value, I get an error in Task Runner Explorer, but when I use map-get(), it works fine. So apparently it recognizes the latter syntax, but not the former.
Is there any documentation on these 2 different syntaxes, details on which is compatible with what, etc.?
In this documentation there is one mention of the map-get() syntax at the top, with no explanation or details. And in this documentation there's no mention of the map-get() syntax at all.
I am working on a nodejs project in which all code is written in typescript. It follows a microservice pattern (and each microservice is an independent project) hence lot of projects needs to be opened and debugged at the same time.
I tried webstorm and visual studio (with NTVS) but not satisified with both of them. Webstorm ignores many build errors (very important as those will fail during CI) and not as good as visual studio in intellisense and ease of use. On the other hand, Visualstudio is not as fast as I want. Also I am tied to windows and the filename length problem in node_modules is very frequent and annoying.
Others (atom, VSCode) doesn't have typescript debug support (or am I missing something?).
Can you please share your experience? Also I was wondering which editor google developers might be using to develop angular 2 :)
I have been working on a TypeScript project for 1.5 years now and am quite happy with using Visual Studio because we used .NET for back-end stuffs. For myself I consider the speed as "Ok", it is not that good - but the other stuffs e.g. intellisense is what we really like. I also personally think that as a "son" of Microsoft, TypeScript will get the best support from its "cousin" - Visual Studio.
However if you are a Eclipse person, you may be interested in this TypEcs (http://typecsdev.com/). There was also a post by Steve Fenton talking about TypeScript IDEs you may be interested (https://www.stevefenton.co.uk/Content/Blog/Date/201409/Blog/Which-TypeScript-IDE/), he listed a few of the popular ones with a few sentences of comments, including Atom and the atom-typescript extension.
A bit late to the conversation.
I recently tried VisualStudio 2015, VisualStudio Code 0.9, Atom (with Atom-Typescript package). And quite comfortable with Atom.
Atom-TypeScript uses the latest version of TypeScript so you can use all new features like async/await, string interpolation etc. The package created by community so we don't need to wait for major IDE release to use new TypeScript features.
For debugging couldn't find one. But love to use node-inspector for its light weight. The problem is you need to debug it in javascript version not in typescript version. Not so sure but maybe if you can provide map file you can debug the typescript version? like we have on Google Chrome Inspector.
VSCode can debug in Node. No browser debugging yet.
Not a recommendation, but I suggest you do not buy JetBrains' products (IntelliJ/WebStorm/ReSharper) for TypeScript editing unless you have evaluated them properly.
They reused a lot of their own logic for other languages instead of taking full benefit of the TypeScript language service, which means they behave more like a fancy JavaScript editor that can make some clever guesses as opposed to a robust IDE for a statically typed langauge. (Their type inference is different from the compiler and may fool you into believing an untyped expression (implicit any) is well-typed. Also, all the refactoring are the same as the JS ones, so they do not use or preserve any type information. No type-information-based refactoring (like safe renaming and moving) are available either.)
As for debugging, you may have more milage debugging the generated JS. Not only is it well supported, it also reveals problems that occur in compiler-inserted code. The latter would be otherwise difficult to understand if you're only looking at the TypeScript source. Also, in the generated code, you can actually set break points in single line lambda function bodies.
I too use Visual Studio. I haven't had any problem with its speed; I find everything is as immediate as I expect it too.
However, I haven't been using "TypeScript" projects. I have been using generic "Web" projects with TypeScript files. Plus, I don't use Visual Studio's own building and compilation facilities; I use my own Gulp tasks for my project (including rebuilding, watching for saves, minification, testing, etc), and Task Runner Explorer to manage/run them from inside Visual Studio. I think it's the best of both worlds: the snappiness and features of Visual Studio, and the flexibility of running my own custom tasks independent of platform.
I have to admit I don't do any deep debugging (e.g. breakpoints, stepping) from the IDE. Does VS do that with TypeScript? If I catch an error during execution (in the browser), I always have my source maps indicating where the error is, so I go back to the code, attempt to fix it, save, and reload in the browser.
I am using VSCode to actively debug an angular/node/typescript application. It does work, but you will need to do some setup/configuration. You must tell VSCode how to debug your applications. For instance I have multiple options in my launch.json configuration to debug my gulp scripts, my node server.js file, and the angular/typescript application via chrome using the "Debugger for Chrome" extension installed in VSCode. It is all possible with some configuration. Finally, depending on your exact situation you may need to have and correctly configure the map files for your project from javascript to typescript.
I also had the problem of file paths too long in the node_modules folder in visual studio when opening a project with npm. This is due to Visual Studio trying to download all your packages - incorrectly so I might add. The only way to avoid this for my project was to mark the node_modules folder as a hidden folder in windows (top level only).
The interactive environment is VERY helpful for a programmer. However, it seems Go does not provide it. Is my understanding correct?
No, Go does not provide a REPL(read–eval–print loop).
However, as already mentioned, Go Playground is very handy. The Go Authors are also thinking about adding a feature-rich editor to it.
If you want something local, consider installing hsandbox. Running it simply with hsandbox go will split your terminal screen (with screen) where you can write code at the top and see its execution output at the bottom on every save.
There was a gotry among standard Go commands, which used to evaluate expressions (with an optional package name), and could be run like gotry 1+2 and gotry fmt 'Println("hello")' from shell. It is no longer available because not many people actually used it.
I have also seen third party projects for building a REPL for Go, but now I can only find links to two of them: igo and go-repl. How well do they work I don't know.
My two cents: Speed of compilation makes writing a REPL possible for Go, as it has also helped building the tools mentioned here, but the same speed makes REPL less necessary. Every time I want to test something in Go that I can't run in Playground I open a simple .go file and start coding and simply run the code. This will be even easier when the go command in Go 1 makes one-command build process possible and way easier.
UPDATE: Latest weekly release of Go added go command which can be used to very easily build a file: write your prog.go file and run go build prog.go && ./prog
UPDATE 2: With Go 1 you can directly run go programs with go run filename.go
UPDATE 3: gore is a new project which seems interesting.
Try motemen/gore
Yet another Go REPL that works nicely. Featured with line editing,
code completion, and more.
https://github.com/motemen/gore
You also have a recent (March 2013) project called gore from Sriram Srinivasan, which can be useful:
gore is a command-line evaluator for golang code -- a REPL without a loop, if you will.
It is a replacement for the go playground, while making it much easier to interactively try out bits of code: gore automatically supplies boiler-plate code such as import and package declarations and a main function wrapper.
Also, since it runs on your own computer, no code is rejected on security grounds (unlike go playground's safe sandbox mode).
If you're a Vim user, the vim-go plugin (https://github.com/fatih/vim-go) provides a command (GoRun) to run and print the output of the current buffer. You still have to include all the boilerplate code of a main Go file, but it still provides a convenient way to quickly test code snippets in your local environment.
Have you tried the Go Playground?
About the Go Playground
The Go Playground is a web service that runs on golang.org's servers.
The service receives a Go program, compiles, links, and runs the
program inside a sandbox, then returns the output.
The GoSpeccy project includes a builtin REPL of a restricted subset of the Go language. The implementation is using goeval.
No, but you can exploit the speed of compilation (as mentioned in other answers).
Have a look at rango that uses a generate-compile-run loop to mimic a REPL. You can also start it with imports and statements to begin an interactive session.
Gosh is the interactive Golang shell. The goal is to provide an easy-to-use interactive execution environment.
https://github.com/mkouhei/gosh
I've had some luck with the VSCode debugger, but it's fairly limited in so far as you cannot invoke function calls from the debug console Debug: Function Calls not supported #2225.
Basically you set a breakpoint after properly configuring your launch.json file. Then you can drill down on the left in the variables side bar and enter variable expressions an the debug console.
You may also like to try https://github.com/haya14busa/goplay
This enables you to run go code files from your terminal directly to the Go Playground
Please also check www.gorepl.com for go REPL and other REPLs
Go code can be run in a REPL-like way in Visual Studio Code with the Go extension and Code Runner extension. Click the Run triangle ▶ which is marked by the mouse cursor in the below screenshot to run the code and show the results in the Output pane at the bottom of Visual Studio Code.
When programming with Go Visual Studio Code will suggest additional Go extensions that can be installed to extend Visual Studio Code's functionality.
I recently installed Chirpy v2.01 for Visual Studio 2010 and am very excited about the features it offers. I'm running into some issues in the LESS domain, however.
As a first step, I copied over my existing .css file to a new LESS file. I immediately am getting two errors. The first is due to a CSS "filter" property that I have set:
div.someClass {
filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#aaaaaa', endColorstr='#000000');
}
This apparently is because the filter value is not technically valid css. LESS has a workaround for this, via escaping. Adding a tilde in front of a quoted section tells LESS to keep the value as-is. The following change should resolve the issue:
div.someClass {
filter: ~"progid:DXImageTransform.Microsoft.gradient(startColorstr='#aaaaaa', endColorstr='#000000')";
}
Upon saving the file, I still receive an error in the visual studio error console along these lines:
Error 54 Expected '}' on line 2 in file 'C:\Users\Administrator\Projects\Project\Content\test.chirp.less':
[1]: body {
[2]: filter: ~"progid:DXImageTransform.Microsoft.gradient(startColorstr='#aaaaaa', endColorstr='#000000')";
----^
[3]: } C:\Users\Administrator\Projects\Project\Content\test.chirp.less 2 5 Project
The .css files are never generated so long as this error comes up. I came across the following site that seems to describe the issue I'm having, but in a more generic DotLess .NET package. I tried adding this package to my project, but it didn't make a difference. It also looks like it relies on the server to handle the .less to .css conversion, instead of the IDE, as chirpy does.
The second error that I constantly receive, though it doesn't seem to actually stop the generation of the .css files, is the following:
Error 53 Fatal error, cannot continue: null cannot be converted to an object C:\Users\Administrator\Projects\Project\Content\test.css 1 1 Project
I'd really love to use the LESS functionality that Chirpy offers, but until I can figure out why these errors are happening, I'm limited to using it for mash.
you have to understand that Chirpy is simply using dotlesscss internally to transform the less into css.
So any bug in dotless also applies to Chirpy.
We have patched that bug quite recently and a new dotlesscss version is upcoming.. But how long it will take until Chirpy updates to the new version is up to the Chirpy developers..
greetings Daniel
I wrote a similar VS extension that compiles less but it uses less.js directly and doesn't depend on dotless. Check it out.
I have a project which has several components loaded by a single preloader swf.
The preloader swf is strictly AS3 (No flex) and uses Loaders to load two different swfs which both use the flex library (Statically compiled, not rsl).
When I compile all three under linux and run the resulting preloader, one of the swfs fails to load properly, and the exception below (at the bottom of this post) is thrown.
If I compile the same component using the same ant task in windows, the component loads just fine without error. The windows file is also 683 bytes smaller.
This is true using the flex SDK 3.2.0 and 3.3.0 under linux and windows.
Have you seen this type of behavior? Can you offer any suggestions for why it might be happening, or how to determine what is wrong?
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at mx.managers::FocusManager/activate()
at mx.managers::SystemManager/activateForm()
at mx.managers::SystemManager/activate()
at mx.core::Application/initManagers()
at mx.core::Application/initialize()
at OC_Footer/initialize()
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::childAdded()
at mx.managers::SystemManager/initializeTopLevelWindow()
at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::docFrameHandler()
at mx.managers::SystemManager/docFrameListener()
So wait, are you using different version of the SDK in each platform? That would certainly account for some differences (at the very least in the size of the swf...)
IIUC you get this error when you're loading the page in the browser, right? It's hard to tell from just the stack trace what's wrong, but I can tell you that I used to get a similar error on Windows and it had to do with keyboard events (e.g. using the tab key to move between elements when popups are visible, and similar stuff). Sorry I can't offer a more accurate diagnosis.
I'm not sure I've solved the real problem (Why the compilation was different under different OS's), but I have found that the newer version of the flex SDK does not exhibit the same issues.
I created a bug for the issue here:
https://bugs.adobe.com/jira/browse/SDK-20147
The short of it is, build 3958 (The one default with flexbuilder at the time that I created the bug -- This may still be true) appears to have a number of minor bugs. Upgrading the flex SDK to build 4852 alleviates the symptoms, and I can build projects successfully in a number of environments.