I just noticed that for Angular 7, if I am building the project with this:
ng build --aot, then all fine, and it will generate all the lazy loaded modules separately, but if I use this: ng build --prod, then the lazy loaded module is NOT generated at all under dist folder.
I checked the doc, they said using --lazyModules options, but I tried a lot by passing the lazy module as its value like below:
ng build --aot --progress=true --optimization=true --lazyModules=modules/home/home.module
it is useless and give me error as below:
ERROR in ./$$_lazy_route_resource lazy namespace object
Module not found: Error: Can't resolve '/Users/projects/projectname/source/projectnamesrc/app/modules/modules/home/home.module.ngfactory.js' in '/Users/projects/projectname/source/projectname/$$_lazy_route_resource'
So if I am using lazyloading, can I still use --prod parameter?
Thanks
ng build --base-href /ProjectName/ --prod --build-optimizer --vendor-chunk
Related
I'm creating an iOS framework and I want to copy some Xcode templates from my framework directory (that are not included in my .xcproject, but are in the folder that contains the project), when my framework is installed trought Cocoapods. In other words, when a developer installs my framework with Cocoapods or manually, I want to copy the templates into his Xcode Template Files folder.
I'm trying to execute a swift script file from the build phase of Xcode like this:
swift "${SRCROOT}/Folder/Folder/installer.swift"
But I get this error when I try to build it:
/<unknown>:1:1: module 'Swift' was created for incompatible target x86_64-apple-ios13.0: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator/prebuilt-modules/Swift.swiftmodule/x86_64.swiftmodule
If I execute swift installer.swift from the terminal, the script works. So, I think there is a problem with my Xcode.
My installer.swift file copies the template files to the Xcode Template Files folder.
I don't know if this way is the correct one, but I didn't find any other solution so far.
When I tried something similar I had to tell swift to compile for macOS by adding the following "shebang" comment as the first line of the swift script:
#!/usr/bin/env xcrun --sdk macosx swift
I am trying to build my project from the command line targeting iOS.
When I build this from the editor, everything works! I have a PostProcess build script that I use.
When I try to build form the command line using the following command:
/Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -executeMethod BuildScript.BuildIOS -nographics -buildTarget iOS
I am getting an error from my PostProcess build script saying:
Assets/Editor/MyBuildPostprocessor.cs(9,23): error CS0234: The type or namespace name Xcode' does not exist in the namespaceUnityEditor.iOS'. Are you missing an assembly reference?
The line that generates the error is a simple using clause:
using UnityEditor.iOS.Xcode;
So it seems that for some reason, the command line build mechanism does not recognise the UnityEditor.iOS.Xcode assembly, and my PostProcess build script cannot run.
Any ideas?
This is a known case when iOS project is built manually in Unity without errors and fails building on build-server (Unity cloud, Jenkins, TeamCity and others). I think that your case is similar with it. Because if you take a look at the build-server process of building Unity app you'll see that it also uses command line command
/Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -executeMethod BuildScript.BuildIOS -nographics -buildTarget iOS
As for build-server issue, the solution is to put all your post-process scripts inside #if UNITY_IOS condition. And it's possible that you've misunderstood the error you get. Unity says that it doesn't understand XCode namespace while trying to include your post-process script inside your build. And of course, Unity can't include XCode namespace because it's available in Unity Editor only.
So try adding #if UNITY_IOS at the very beginning of your post-process source, even before using section and #endif the the very end of the source. In this case Unity won't compile post-process script during building phase, but will call your post-process script after XCode project will be created.
Unfortunately, I couldn't find any information why manual and command line build processes differ.
According the the Angular docs here https://angular.io/guide/service-worker-config I can run this command
ngsw-config dist src/ngsw-config.json /base/href
And the CLI should regenerate my service worker manifest.
However it doesn't work I just get the following error message
zsh: command not found: ngsw-config
I have looked on npm, tried npm run ngsw-config, ng ngsw-config seems to me it doesn't exist. I am using angular 7.2
Maybe there is a new way to do this and the docs are out of date? If so what is the new way to do this ?
It doesn't work. You can edit the files and then you can use the command: ng build --prod
Now the ngsw-worker.js is in the dist folder
I am trying to run sample code "MyHierarchicalUI" from section 4.2 from "book of vaadin" and this code refers to TreeExample and TableExample classes which can be found at
http://dev.vaadin.com/svn/doc/book-examples/
I downloaded the book example code from mentioned svn link and imported it as existing eclipse project,however when I try to compile / run this project in eclipse I get the following error.
Errors occurred during the build.
Errors running builder 'Integrated External Tool Builder' on project 'book-examples'.
The file does not exist for the external tool named Copy sources.
The file does not exist for the external tool named Copy sources.
book-examples project is not valid vaadin project so can not be imported directly, we can not build it directly as vaadin project due to missing artifacts like ivy.xml and ivysettings.xml.
To use any code from book-examples project you will have to bring the code to your project manually (copy/paste), however a support ticker to make book-example project import-able / build-able and run-able has been created and can be tracked using this link Ticket # 13078.
I'm learning Dart and its dependency manager pub and am having a tough time seeing the "forest through the trees" here.
Say I want to use Polymer.dart in my project. So, in my project root, I create the following pubspec.yaml:
name: test_dart
description: A sample web application
dependencies:
browser: any
polymer: ">=0.9.0 <0.10.0"
I then run pub get, which goes to the pub repo and fetches the browser and polymer dependencies that I've specified. It then creates a packages directory in my project root, which now means I have a project that looks like:
MyDartProject/
pubspec.yaml
myapp.dart
packages/
browser/
...
...all the packages that ship with Polymer
Now I start coding my Dart web app (myapp.dart), which will references various Polymer and browser types/functions/etc. in its source code.
When I'm all done, I want to create a JavaScript file called myapp.js.
According to the dart2js docs, I need to run something like:
dart2js --out=myapp.js --package-root=??? myapp.dart
How do I include all the browser & polymer packages on the buildpath?
There is a "pub build" option now.
http://pub.dartlang.org/doc/pub-build.html
Use pub build when you’re ready to deploy your web app. When you run
pub build, it generates the assets for the current package and all of
its dependencies, putting them into a new directory named build.
$ cd ~/dart/helloworld
$ pub build
Building helloworld......
Built 5 files!
If the build directory already exists, pub build deletes it and then creates it again.
That should do everything you are after here. You can also launch it from the IDE by right clicking on the pubspec.yaml file and choose "pub build"
EDIT: You should also see the links in zoechi's answer.
If you run dart2js from your MyDartProject directory you don't have to provide --package-root parameter.
An alternative way is running pub build. If you use Polymer you need to add a transformers section.
see also
How to deploy a Dart Polymer app to Javascript using dart2js
How do I pass multiple entry_points to polymer transformer in pubspec.yaml?