When i upgrade the version the css and theme is taking the default one .Architect shows error as
Theme Error saving theme.Cmdenabled projects need to have a local library base path.Yours is set to "http://cdn.sencha.com/touch/sencha-touch-2.2.1/"
likely you will want to set your library base path to to touch/, do this by selecting the Library node under resources.
Related
I am trying to set up sass with Angular Dart but I'm a bit lost and couldn't find a documentation past 2016 (a good one)
I currently have the following structure:
However I cannot reference a main.css file as it is not found and if in a component I put something like this
styleUrls: ['lib/assets/sass/main.scss']
The webdev serve command fails
My pubscpec is
dependencies:
angular: ^5.0.0
angular_components: ^0.9.0
bootstrap_sass: any
dev_dependencies:
angular_test: ^2.0.0
sass_builder: ^2.1.1
build_runner: ^0.10.0
build_test: ^0.10.2
build_web_compilers: ^0.4.0
mockito: ^3.0.0
test: ^1.3.2
I cannot figure out what's wrong and also the structure I should use
Should I put in my top component main.scss (or the compiler main.css) and do not set any other file reference or should I include it at every component? And also how can I generate this compiled file when I run webdev serve
Thanks,
Alexi
So the references for styleUrls should always be the compiled css not the Sass file. Also the Urls need to be either relative to the file, or package format. So either 'main.css' or 'package:your_project/assets/sass/main.css'
I would also suggest not having separate asset directories. I tend to find having the sass file next to the component to be easier to maintain.
AngularDart also has style encapsulation by default; meaning CSS won't leak outside of the Components by default. Given this I find it better to have the CSS local to that component and be next to that component. You'll find that is the pattern on the angular components, and gallery.
One small note on the components, and gallery. They use the pattern style.scss.css instead of style.css which breaks the convention of Sass. The reasoning behind it is so that we can quickly tell what the source of the CSS file was. Was it written by hand, or did it come from Sass. This is achieved by having different settings in the build.yaml file. I don't think you should do this for your project tho.
I'm using an approach described here for my app.
Currently, I was able to setup such structure for Android and iOS platforms. In general, I have the global core (.NET lib), platform specific core (platform specific Class Library), and some extension (platform specific Class Library).
The problem appears when I try to configure in same way structure for macOS platform. I was able to create platform specific class Library with components that should be reused in apps (for now this is just 1 class with the xib file). But, when I want to use this package in macOS target I got runtime error specific to macOS platform:
Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '-[NSNib _initWithNibNamed:bundle:options: ] could not load the nibName: MainView in bundle (null).'
That's strange, because I set up in same way structure for iOS app, and within the iOS target, it's work just great: all source files, xib files, resources are visible and could be freely used from the package.
Note:
I found few issues like described above and some solutions that could resolve this blocking point:
rename xib file - doesn't work
put xib file in rootDir - doesn't work
make sure that BuildAction for file is "InterfaceDefinition" - doesn't work (it always set to InterfaceDefinition)
recreate files - doesn't work
clean all, remove file, reboot, create new - doesn't work
put files in resource dir - doesn't work
force include into package - doesn't work
check that class in VB is correct - doesn't work (was always correct)
check Xcode folder with autogenerated files - doesn't work (in general all files was always there, few times autogenerated h and m files were missed -> I receive another error, but when manually create them -> I faced again with such error)
manually specify bundle for resource - doesn't work (this is strange because for iOS lib all resources are available within the null (main) bundle) - I try to explicitly specify bundle - doesn't work.
So, how to prepare class library within some source files, xib, other resources, so it can be freely accessed from any project that uses this package? Or maybe some steps described above was incorrect?
According to Chris Hamonds from Xamarin Forum here is the answer:
I believe this is a bug we've fixed but is not in the latest builds in our channel. I can reproduce with our Alpha build but installing a build from: https://jenkins.mono-project.com/view/Xamarin.MaciOS/job/xamarin-macios-builds-master/
I have created my own set of custom SCSS frameworks that I want to use between projects.
This video shows how to do this. However, I am having some problems:
1) The Path to your custom SCSS framework has to be absolute
According to the video, the path to your frame work must be absolute (e.g. load "/Users/USERNAME/ frameworks/MYFRAMEWORK"). Is there a way to make this relative, so if I change machines the framework reference will still be correct?
2) In my custom framework, I have included some webfonts. When the stylesheet is complied, the paths to these fonts is wrong. Is there a way to make the fonts included in my project?
In the end, I used Codekit for this: http://incident57.com/codekit/
It's really easy. Just have a folder on a computer that contains your framework and then set it as a Codekit framework.
You can then use the import command from any SCSS file to import files from the framework.
You can even have a javascript/jquery file framework.
This is easily the best tool for Web Development. I can't imagine development without it.
I am trying to use a template within Joomla 3.0. I installed the template on Joomla and I tried to use the preview button to see it. however I got this errors.
( ! ) Fatal error: Call to undefined function mosShowListMenu(), beside this I also get 3 other warning such as:
Warning: include_once(C:\wamp\www\HAMED\templates\jf_texturiaDS/scripts/php/mainmenu.php)
Warning: include_once() [function.include]: Failed opening 'C:\wamp\www\HAMED\templates\jf_texturiaDS/scripts/php/mainmenu.php' for inclusion (include_path='.;C:\php\pear')
Does any one know where are these errors coming from and how I can fix them?
The mos prefix indicates it dates from the Joomla! 1.0/1.5 error so it may not be compatible, but it's more likely that you're using a template that is dependent on extensions and modules by the template creator.
A quick Google search shows this results at BlueStone Design, which translates to:
After installing a new template for Joomla appears the error Fatal
error: Call to undefined function mosShowListMenu () on.
This can have several reasons:
Some essential modules are not yet activated. In the backend just activate all modules.
Some essential modules are not installed yet. In the downloaded archive again see if maybe a folder hidden in the plug-ins or modules that need will still be installed.
Wrong Joomla version. Perhaps the template is version dependent. Enable legacy mode to test project.
Note the reference to "Legacy Mode" this is a Joomla! 1.5 plug-in to help support old 1.0 compatible templates and extensions...
Hello are you sure that your template is build for Joomla 3.0 ?, also check for your templates component or modules.
When using QtCreator, I display a qml file in the editor. The qml file is for a file named main.qml that is a plugin.
I then click on the Design button. It displays the error message: QML module not found.
If I take the Go to error link it goes to a line containing the following import com.name.os.app.all 1.0. This is the location of various component qml files needed by the plugin.
I have added the path c:\users\me\ui\viewer\ to my QML_IMPORT_PATH env variable. If QtCreater appends the com.name... from the qml file import statement to the pathname I added to QML_IMPORT_PATH, it would find the desired directory. It doesn't.
The project uses qmake.
I have tried using qmlplugindump.exe to generate a qmltypes file for my main qml view container file, but qmlplugindump.exe gives me an error saying the component is not ready and file::///c:/Users/name/ui/viewer/modules/app/qml/com/name/os/app/all/typelist.qml:2:1 module MyViewContainer.qml is not installed.
The command I used was qmlplugindump.exe MyViewContainer.qml 1.0 c:\users\myname\ui\viewer\modules\app\qml\com\name\os\app\all\ > ...
This Error Ruined My Life
Real Solution for "QML module not found error":
lets say if you have plugins in directory like this, with qmldir inside it
"myproject/modules/mymodule/blabla.qmldir"
you need to import parent directory like this in ".pro" file :
QML_IMPORT_PATH += $$PWD/modules
not like this (this one wont work):
QML_IMPORT_PATH += $$PWD/modules/mymodule
//---------------------------------------------
side note:
this is going to happen in other part of qml too like qmlplugindump you need to give parent directory not exact folder!
but windeployqt is working with exact folder
for example:
qmlplugindump lib 1.0 C:\Users\Administrator\Documents\projectName\3rdparty > C:\Users\Administrator\Documents\projectName\3rdparty\lib\lib.qmltypes
//---------------------------------------------
and second most important part is QML emulation layer
in Qt Creator go to tools->option->Qt Quick->Qt Quick Designer
select "Use Qml emulation layer that is built with the selected qt"
if its already selected look at textbox under that "Top level build path"
it should refer to Qt version bin directory which should be same as plugins Qt version :
..\5.12.1\msvc2017\bin
for me its :(it should be same version as you used for kits and blabla)
C:\QtN\5.12.1\msvc2017\bin
it should not be like this one :
C:\Users\Administrator\AppData\Roaming\QtProject\qtcreator\qmlpuppet
dont forget to deploy after adding new item in plugins(cmd command) :
windeployqt --qmldir C:\Users\Administrator\Documents\projectName C:\Users\Administrator\Documents\build-projectName-5_12-Debug\debug
and plugin dump :
qmlplugindump lib 1.0 C:\Users\Administrator\Documents\projectName\3rdparty > C:\Users\Administrator\Documents\projectName\3rdparty\lib\lib.qmltypes
after this point if QtCreator gives error for new Objects in Plugins you need to restart QtCreator thats it!
if still there is problems you need to - Clean All - Run Qmake - Rebuild all which solves so many issues.
and in some cases you need to put your qml files into 5.13.1\msvc2017\qml or whatever is for your qt version
Have you tested this plugin fully? I ask this because I have written a number of plugins and have run into this issue multiple times.
Possible issues include the version of Qt you are using, and some form of naming error in the plugin uri / classname.
I have an app that I build for multiple versions of Qt and it seems that the qmlplugindump tool has different levels of effectiveness.
Sorry to be so general, but hopefully it points you in the right direction.
From within QtCreator, do a "project-clean", and then rebuild. The module will be found.
I had the same problem and stumbled onto your question. After some effort, the "clean" and rebuild worked.
There seems to be an "incomplete-dependency-checking" during the build process to "understand" that the main.cpp needed to be rebuilt, which would then expose the qmlRegisterType<MyType>() so that it can be found within the main.qml.
After two days of googling and headache, thanks to #MoreMag, I finally worked it out! I just write down some key points here, hoping to help you guys! 😀
Problem:
Solution:
â‘ go to Tools -> Options -> Qt Quick -> QML Emulation Layer.
â‘¡ check Use QML emulation layer that is built with the selected Qt
â‘¢ click Browse button choose the Qt building environment bin folder. The path is in the form of D:\Qt\5.15.2\msvc2019_64\bin. Here I'm using the msvc2019 64bit building environment.
â‘£ click Apply button and restart the Qt creater. Done!
Qt Creator document says
A QML emulation layer (also called QML Puppet) is used in the Design mode to render and preview images and to collect data. To be able to render custom types correctly from QML modules, the emulation layer must be built with the same Qt version as the QML modules.
By default, a fallback emulation layer is provided by Qt Creator and built with the same Qt version as Qt Creator. Therefore, your QML modules will mostly not work out of the box.
I guess this issue is caused by the fact that the default QML Emulation layer may not be compatible with some QML modules. In my case, it's QtMultimedia module.