Setup lunarvim to use prettier-eslint - lua

I'm migrating to Lunarvim from Atom and I need to configure Lunarvim to use prettier-eslint for Javascript files.
Read lunarvim docs but not sure how to do it.

Solved with this custom LUA Config
-- optional: set your prefered indent with size
vim.opt.shiftwidth = 4
vim.opt.tabstop = 4
-- load required null-ls references
local h = require("null-ls.helpers")
local cmd_resolver = require("null-ls.helpers.command_resolver")
local methods = require("null-ls.methods")
local u = require("null-ls.utils")
local FORMATTING = methods.internal.FORMATTING
-- Define the new javascript formatter
local pe = h.make_builtin({
name = "prettier_eslint",
meta = {
url = "https://github.com/prettier/prettier-eslint-cli",
description = "Eslint + Prettier",
},
method = FORMATTING,
filetypes = {
"javascript",
"javascriptreact",
"typescript",
"typescriptreact",
"vue",
"jsx"
},
factory = h.formatter_factory,
generator_opts = {
command = "prettier-eslint",
args = { "--stdin", "--parser", "babel", "--resolve-plugins-relative-to", "~/.nvm/versions/node/v16.16.0/lib" },
to_stdin = true,
},
})
-- optional: Define a second formatter for JSON
local pejson = h.make_builtin({
name = "prettier_eslint_json",
meta = {
url = "https://github.com/prettier/prettier-eslint-cli",
description = "Eslint + Prettier",
},
method = FORMATTING,
filetypes = {
"json",
"cjson",
},
factory = h.formatter_factory,
generator_opts = {
command = "prettier-eslint",
args = { "--stdin", "--parser", "json" },
to_stdin = true,
},
})
-- Enable the the defined formatters
-- if you are using vanilla NeoVim + null-ls please
-- read how to install/enable on
-- https://github.com/jose-elias-alvarez/null-ls.nvim/blob/main/doc/CONFIG.md
local nls = require("null-ls")
nls.setup {
on_attach = require("lvim.lsp").common_on_attach,
sources = {
pe,
pejson
}
}
-- optional: LunarVim related step. Here we enable eslint as linter for Javascript.
local linters = require "lvim.lsp.null-ls.linters"
linters.setup {
{
command = "eslint",
filetypes = { "javascript" }
}
}
Full tutorial here

Related

Overriding the package.loaded table in a function in Lua

I'm trying to override the package.loaded table in the scope of a function using setfenv, but it's not quite working.
local env = {
require = require,
print = print,
package = {
cpath = package.cpath,
loadlib = package.loadlib,
path = package.path,
preload = package.preload,
seeall = package.seeall,
loaded = {
foobar = {
fn = function() print("hello world") end,
},
},
},
}
setfenv(assert(loadstring("require('foobar')")), env)()
Executing the above code, will result in a error because the module foobar isn't found.
It seems that it's for some reason not picking up the package table override that I've specified in the environment.
How do I make this work?

How to use values ​from one module script in another module script?

Faced such problem: it is necessary to use values ​​from other module script in one module script. Both module scripts contain tables with float, boolean and string values. How in theory can this be done and is it possible at all? And if not, what are the alternative solutions? I read on the forum that this can be done, but how exactly was not explained anywhere.
For example.
One module script:
local characters = {
["CharacterOne"] = {
["Health"] = 100,
["InGroup"] = false,
["Eating"] = {"Fruit", "Meat"}
};
["CharacterTwo"] = {
["Health"] = 260,
["InGroup"] = true,
["Eating"] = {"Meat"}
}
}
return characters
Two module script:
local food = {
["Fruit"] = {
["Saturation"] = 20,
["Price"] = 2
},
["Meat"] = {
["Saturation"] = 50,
["Price"] = 7
}
}
return food
The documentation for ModuleScripts tells you how to use them in other source containers: the require function.
So assuming that you've named your ModuleScripts Characters and Food respectively, and assuming that they are siblings in a folder, you could utilize the require function like this :
local Food = require(script.Parent.Food)
local characters = {
["CharacterOne"] = {
["Health"] = 100,
["InGroup"] = false,
["Eating"] = { Food.Fruit, Food.Meat }
};
["CharacterTwo"] = {
["Health"] = 260,
["InGroup"] = true,
["Eating"] = { Food.Meat }
}
}
return characters

Minimal NeoVim lua config for using nvim-cmp with lsp

I'm trying to write my own NeoVim Lua based config, stripped down to the minimum I need and with the goal to understand at least most of the config. LSP setup is working fine and is the only source I configured for nvim-cmp:
local cmp = require("cmp")
cmp.setup {
sources = {
{ name = 'nvim_lsp' }
}
}
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities = require('cmp_nvim_lsp').update_capabilities(capabilities)
After some startup delay the completion is working in the sense that I see popups with proposed completions, based on information from LSP.
But I cannot select any of the proposed completions. I can just continue to type which reduces the proposed completions, but I cannot use tab, arrow keys, ... to select an entry from the popup. I saw in the docs that one can define keyboard mappings but cannot make sense out of them. They are all rather sophisticated, require a snippet package to be installed, ...
I would prefer to select the next completion via tab and to navigate them via arrow key. "Enter" should select the current one.
Could somebody show me a minimal configuration for this setup or point me to more "basic" docs?
Nvim-cmp requires you to set the mapping for tab and other keys explicitly, here is my working example:
local cmp = require'cmp'
local lspkind = require'lspkind'
cmp.setup({
snippet = {
expand = function(args)
-- For `ultisnips` user.
vim.fn["UltiSnips#Anon"](args.body)
end,
},
mapping = cmp.mapping.preset.insert({
['<Tab>'] = function(fallback)
if cmp.visible() then
cmp.select_next_item()
else
fallback()
end
end,
['<S-Tab>'] = function(fallback)
if cmp.visible() then
cmp.select_prev_item()
else
fallback()
end
end,
['<CR>'] = cmp.mapping.confirm({ select = true }),
['<C-e>'] = cmp.mapping.abort(),
['<Esc>'] = cmp.mapping.close(),
['<C-d>'] = cmp.mapping.scroll_docs(-4),
['<C-f>'] = cmp.mapping.scroll_docs(4),
}),
sources = {
{ name = 'nvim_lsp' }, -- For nvim-lsp
{ name = 'ultisnips' }, -- For ultisnips user.
{ name = 'nvim_lua' }, -- for nvim lua function
{ name = 'path' }, -- for path completion
{ name = 'buffer', keyword_length = 4 }, -- for buffer word completion
{ name = 'omni' },
{ name = 'emoji', insert = true, } -- emoji completion
},
completion = {
keyword_length = 1,
completeopt = "menu,noselect"
},
view = {
entries = 'custom',
},
formatting = {
format = lspkind.cmp_format({
mode = "symbol_text",
menu = ({
nvim_lsp = "[LSP]",
ultisnips = "[US]",
nvim_lua = "[Lua]",
path = "[Path]",
buffer = "[Buffer]",
emoji = "[Emoji]",
omni = "[Omni]",
}),
}),
},
})
This is working great for me. The mapping part corresponds to the config for key mapping in the table. You can tweak your conf based on my config to make it work for you.

How do I use information from Roblox Games API?

So I am trying to make some code that gets information about games using the Roblox API. I do get data back when I send a request, but I can't figure out a way to use the data in the code. Because when I decode it, it looks like this:
{
["data"] = ▼ {
[1] = ▼ {
["allowedGearCategories"] = {},
["allowedGearGenres"] = ▶ {...},
["copyingAllowed"] = false,
["createVipServersAllowed"] = false,
["created"] = <creation date>,
["creator"] = ▶ {...},
["description"] = "",
["favoritedCount"] = 0,
["genre"] = "Comedy",
["id"] = <the id>,
["isAllGenre"] = false,
["isFavoritedByUser"] = false,
["isGenreEnforced"] = true,
["maxPlayers"] = 10,
["name"] = <the name>,
["playing"] = 0,
["rootPlaceId"] = <the id>,
["studioAccessToApisAllowed"] = false,
["universeAvatarType"] = "PlayerChoice",
["updated"] = <update date>,
["visits"] = 0
}
}
}
I censored some of the information about which game it is, but that information isn't important here. The important thing is that it says "1" under "data", and if I type that into the code, it uses it as a number. So I can't access anything further down in the list than "data".
Here is my code, if it helps:
local universe = Proxy:Get("https://api.roblox.com/universes/get-universe-containing-place?placeid="..placeId).body
local universeDecoded = http:JSONDecode(universe)
local universeId = universeDecoded.UniverseId
local placeInfo = http:JSONDecode(Proxy:Get("https://games.roblox.com/v1/games?universeIds="..universeId).body)
print(placeInfo.data)
Also, sorry for not knowing a lot of programming words, so I say stuff like "further down in the list". But I hope it's clear what I mean.
I figured it out myself. I just had to write
print(placeInfo.data[1])

pretty print of nix attrsets

when developing in nix i usually use builtins.trace for debugging:
in code
a = { foo = "bar"; ... more complex nested attrset ...};
builtins.trace a a;
in nix-repl
using :p a on a complex data structure is really hard to read also.
the problem
however, the output is just a single line without any formating and for complex data structure this is barely usable for debugging.
the question
is there a pretty print function in nix which does some indentation and adding of newline? or even better colored output?
ideal output
i'd like to see something like this:
default = {
active = {
check_ssl = [
{
tags = [ "mycustomtag" ];
host = "kotalla.de";
ipv6 = false;
name = "ssl11";
}
{
tags = [ "mycustomtag" ];
host = "kotalla.de";
ipv6 = false;
name = "ssl2";
}
];
check_http = [
{
host = "kotalla.de";
port = 80;
url = "/foo";
contains = "Labor";
name = "http";
}
];
check_ssh = [
{
host = "mail.lastlog.de";
port = 20202;
name = "ssh";
}
];
};
my hack
https://github.com/kamilchm/go2nix/issues/22#issuecomment-347693233
what i'm aware of:
https://github.com/NixOS/nix/issues/832
https://github.com/Gabriel439/nixfmt
we've now written our own formatter:
https://github.com/nixcloud/nix-beautify
Nixfmt is a popular Nix code formatter:
https://github.com/Gabriel439/nixfmt
https://github.com/haskell-nix/hnix/tree/50e63f80afa8323b25b692533e731eea641e56af#parse--print
To parse a file with hnix and pretty print the result:
hnix file.nix

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