Why does Fitnesse.UserGuide.QuickReferenceGuide not work locally - tdd

I downloaded and installed the FitNesse release from 20110104
The Acceptance tests all run and pass.
Reading through the documentation I arrived at Fitnesse.UserGuide.QuickReferenceGuide, but this page didn't render correctly. It claims that loads of variables are undefined (HDR, DIVend, pagePATH etc. etc.)
Went back to fitnesse.org and the page renders fine.
The diffs were slightly different, so I copied the version from the web onto my local installation, but it still renders incorrectly (see image). Any help would be appreciated.
You can see the wiki markup at fitnesse.org

It seems to be a known issue, please read the following thread:
http://tech.groups.yahoo.com/group/fitnesse/message/16772
It has to do with the introduction of a new parser in release 20110104 of fitnesse

Related

Project is missing in api (hence octo.exe can't find it)

We're using octo.exe to create releases. It starts suddenly giving error saying can't find project. I checked the api/projects and that's true, it is not in the returned json response. But when I look at the dashboard I can see the project. The only thing I did was cloning another project from this one earlier. The cloned project is working fine but not the original project.
It exists in dashboard (web gui) but not in api (hence octa.exe can't find project)
Looks like api is caching the projects. The new projects that I created via GUI not available in api.
Thanks,
I have had the same issue yesterday. It turns out to be something interesting. I believe that your project is still there properly set, but the total number of projects that you have become more than the listed ones in the API, and that's why the Octo.exe couldn't see it anymore.
I have explained here, how I managed to fix that issue quickly.
This is due to how pagination is implemented in Octopus (pretty poorly if you ask me). But you can override it. add this to the URL (at the end).
'?skip=0&take=2147483647'
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So I'm working with RequireJS and BackboneJS. I can get everything to work fine in Chrome but when I load up in Firefox I'm getting that lessc is not defined. Obviously pulling out the less files will prevent the error from occurring. Does anyone have any ideas why require is unable to load lessc in firefox but its doing fine in chrome?
Screenshot:
http://screencast.com/t/WenocFdCA0V
Video w/ lessc not being defined in Chrome but not Firefox
http://screencast.com/t/ac96qZrpQb3R
Let me know what other info may be useful.
Thanks in advance!
Seth
less.js is broken, because it uses loadStyles before it defines it, and Firefox stopped hoisting functions according to the spec. There are probably more such mistakes, but this is the first one that is triggered during execution. Please note that the minified version is not affected because of the minification rewriting the code.
less-require is similarly broken, as it contains less.js and therefore contains the same bug.
You might want to replace lessc.js in require-less with the 1.5 beta or master version of less.js to work around this, or wait for upstream to officially release it and require-less to pick it up.
However, it appears that lessc.js is a modified version, so it isn't likely as easy as replacing the file. You would need to merge the changes back.
It might be easier just to move the affected latedefs around until it runs correctly instead of upgrading to a later less.js version.

THREE.js seems to not work on localhost server

I am just starting out with THREE and have come across some odd failures which I believe are due to localhost / same-origin-poicy.
In short I created my own animation using armatures in Blender and exported using the three.js exporter plugin. The model displays but the animation doesn't run.
I used the online skinning animation example as the basis for the code and thought I may have incorrectly stripped out certain code that was causing it to fail but after looking for a couple of hours I have come to the conclusion I haven't ripped out anything incorrectly so...
To test if the example code worked locally I copied the online skinning animation example code including the buffalo.js/png files, modified the file references to map to my local copy and tried to run it in a local IIS server and all I get is the stats and no animation or model.
I checked the firebug console and only had a coupe of depreciation warnings no errors. I also checked with my model and code and I get no errors or warnings...
Anyone had this experience before? (I tested in chrome/firefox both had same behaviour)
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Thanks (and sorry for the long windedness of this SO question)
When it comes to running things on your local machine, have you tried the steps on this wiki page? How to run things locally
One example on the page suggests: chrome --allow-file-access-from-files
It's possible that your issue is related to the steps taken during your export. Without the exact errors or screenshots it's difficult to know where the issue originates from. Things to look out for:
Is your model being exported at the first frame?
Do you have the latest .py export plugin for Blender?
Using the latest version of Three.js?
Tried using THREE.SkinnedMesh?
Here is an article that gives you a brief overview of what is required for animated meshes within Three.js: Skeletal Animation
This second article provides a much more detailed tutorial, complete with example code at the bottom of the page: Skeletal Animation +1
In order to rule out same origin policy you can actually disable the security checks chrome uses when it starts up by adding this to the target window on your shortcut properties
--disable-web-security
see here for more information : Disable same origin policy in Chrome

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The path I use to map IIS to is
branches\4.1.0\umbraco\presentation
You need to compile the source code to get it to work.
To be honest, you shouldn't need the full source unless you really want to start hacking around in the core (which may cause you problems with future updates) or you want to see how stuff works. The Umbraco framework is pretty extensible, I've not found too much so far that I couldn't do without having to touch the core source.
I had a similar issue when running the source and that was that the hashing of the admin password did not work. So i debugged it to see what value was expected and then changed it in the database.

Firefox Gecko SDK : NPP_GetValue not getting called

I have tried out the NPRuntime sample provided with the Gecko SDK 1.9.1 with the help of this link.
It works perfectly fine with Firefox 3.6.
Following the above steps I created a new scripting plugin (npmyplugin.dll). I am currently placing npmyplugin.dll in a folder other than Firefox/plugins. I am registering the associated mime-type and plugin path in the registry. The plugin gets loaded properly. But now the browser is not calling NPP_GetValue.
I was suspecting that it must be because I am placing the plugin in a directory other than Firefox/plugins. Hence I did the same with npruntime.dll (the sample which comes with Gecko sdk). Suprisingly npruntime.dll scripting was working. Please guide me whether I missing anything important while creating the new plugin.
NPP_GetValue doesn't get called to get the NPObject until the first time you access it with javascript in many cases. When you do a getElementById, it will make the call.
Likely other calls to GetValue are being made, but you aren't seeing them because you aren't handling them. However, that's still not guaranteed.
Sorry for replying so late. I somehow solved the problem. I was embedding the plugin using tag
then i wrote a small javascript code
var MyWorkingPlugin = document.getElementById('MyPlugin');
It seems that after executing the above javascript NPP_GetValue was called. Currently I have no convincing reason why it happened but it worked and I am happy for the moment. If anyone can explain the above behaviour please let us know.

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