Vapor, why is drop.config nil - vapor

swift code:
let drop = Droplet()
print(drop.config)
result:
▿ Config
▿ node : Node
- object : 0 elements
why is drop.config nil

saying it works once you delete the secrets folder leads me to believe your using xcode and added the files directly through xcode. If this is the case, you should get the folder structure back to its original condition. Once its working properly, add the new files/folders outside of xcode, I add mine using Atom but text editor of your choice will work fine, then save the texteditor file and they will show up in your xcode project and work as expected with drop.config.
1) navigate to project folder using command
2) if using atom, type "atom ."
3) add the new files/folders and hit control + S to save
should be good to go from there
To be safe, make all future adjustments to files in texteditor as well.

This is happening only on 3.1 because swift changed a folder with the dependencies and the vapor can not find working directory.
https://github.com/vapor/vapor/blob/1.5.15/Sources/Vapor/Droplet/Droplet%2BWorkingDirectory.swift
You should upgrade to the Vapor 1.5

Related

cordova-plugin-file: files not accessible after app update (iOS)

I am experiencing a funny problem: I am developing an ionic app, using cordova-plugin-file to store images. The resulting paths (URIs in form file:///...) are stored in a SQLite DB along with more information. When I install the app and use it, all works perfect. But if I update (or reinstall) the app, the old images are not found anymore, while newly added images work perfect.
I first suspected that the image files were being deleted on update, but I checked the content of the directory and the files are still there. (FYI: I am using file.dataDirectory/scans/ to place my files).
Then I thought that maybe I could go around the problem loading into img src a base64 blob loaded with cordova.file.readAsUrl(), but cordova.file does not find the file as well (I insist, the files are there, I checked with XCode).
So I checked further with cordova.file and it only finds files that are added after last app install, but the older files are still present in the directory.
Here my code:
private getImgSrcFromDocument(doc: Document): any {
const uri = doc.fileName;
const src = this.webView.convertFileSrc(uri);
const sanitized = this.sanitizer.bypassSecurityTrustUrl(src);
console.log({uri, src, sanitized});
return sanitized;
}
<img class="document_thumbnail" [src]="getImgSrcFromDocument(doc)">
I have already checked this, but is not my case.
By the way, the same code works perfect on Android.
Any idea what could be the problem?
Thanks in advance!
I found the reason why and the solution (very obvious when you know the problem):
Reason
On every new install, iOS renames the data directory for the app. The directory path has this form:
file:///var/mobile/Containers/Data/Application/ABC0000-1234-99DD-00FA-E835FEA/Library/NoCloud/
The hash in the middle is renewed on every install, so the stored full paths in DB are not valid anymore.
Solution
If you still can do it (no deploy yet, no real users), store only the relative path and complete it every time with this.file.dataDirectory (or wherever you wanted to store your files).
If you already have real users and want your update to 'find the files', just ignore the first part of the stored path and build it like before:
const ValidUri = this.file.dataDirectory + // The injected cordova-plugin-file
'relativeSubDirectories/' + // If you store your files in some subdirectory
this.document.storedFullPath.substr( // Take from fullPath only the filename
this.document.storedFullPath.lastIndexOf('/') + 1
);
Where storedFullPath is the string file:///var/mobile/....
After that, you still have to do the webView conversion and the sanitizing, like in the question above.
Hope this helps someone.

How to use subdirectories in a dart .polymer 1 project?

I generate a new Dart.Polymer1.0 in Webstorm. It has a default element <main-app> in directory \web.
I create a new element <t-file>, also in \web, which is used/called by <main-app>. All works fine.
I then move <t-file> into a subdirectory of web - \web\view\t_file.html.
WebStorm is happy - I can CTRL-B to t_file.html etc. There are no warnings or complaints. But the app shows a blank page when it runs (= not running!)
I move <t-file> back up to be a sibling of <main-app>, and it works again.
I must be missing something, but what is it?
Thanks,
Steve
I have "found the answer".
1) Close the project in Webstorm, and reopen it - it then works.
2) Do not remove imports that webstorm says are unused - because they are! In 'main-app.dart' I had
import 'package:rm5/view/t_file.dart';
which was greyed-out. But it must be there for it to work.
S

Localize iOS App name in Unity

I'm'developing a Unity3D game that shows a different (localized) app name in the iPhone's home screen according to the user local language. Note that:
I already know how to localize the iOS app name by editing the Xcode project (create a InfoPlist.string file, localize it, add the CFBundleDisplayName key to it, etc.)
I also know how automatically localize an Android app name within the Unity editor (add a values-XX.xml file with the app_name property onto Assets/Plugins/Android/res/ folder, etc.)
The question is: how can I automatically localize my iOS app name within the Unity Editor so that I don't need to perform the error-prone task 1. every time I build the project?
I think that PostprocessBuildPlayer should be the way to go, however I haven't found any documentation on how to parse it and/or modify the Xcode project file correctly to achieve this.
Long time ago I ran into trouble when I tried to modify info.plist via the Build Player Pipeline especially when doing it in Append mode. It works only once and then subsequent builds fail with "The data couldn’t be read because it isn’t in the correct format." (s. Unity forum posts like this one and my blog posting about this problem) So I decided to take the alternative way combining a customised build with an Xcode Build Pre-action.
Three steps are required:
(1) Xcode setup:
In Xcode go to Edit Scheme / Build / Pre-actions. Then click the + sign to add a New Run Script Action.
In Provide build settings select Unity-iPhone.
Paste . ${PROJECT_DIR}/modify_info_plist.sh (note the dot and blank at the beginning, is ensures that the script is executed in the caller's shell)
So it should look like this:
(2) Script modify_info_plist.sh:
Within your script you have access to all environmet variables from Xcode (s. Xcode Build Setting Reference) and you can manipulate Info.plist using the defaults command (man page). Here is a sample I used to add gyroscope to the UIRequiredDeviceCapabilities:
# Code snippet used in Unity-iPhone scheme as "Build Pre-Action"
my_domain=${PROJECT_DIR}/Info.plist
status_bar_key=UIViewControllerBasedStatusBarAppearance
logger "Start adding keys to info.plist"
defaults write $my_domain $status_bar_key -boolean NO
if [ `defaults read $my_domain UIRequiredDeviceCapabilities | grep "gyroscope" | wc -l` = "0" ]; then
defaults write $my_domain UIRequiredDeviceCapabilities -array-add "gyroscope"
fi
logger "Keys added to info.plist successfully"
(3) Build Pipeline:
Put the following code in a static editor class to create a new menu item Tools / My iOS Build with shortcut cmd+alt+b:
static string IOSBuildDir= "Develop";
[MenuItem("Tools/My iOS Build %&b")]
public static void IOSBuild () {
string[] levels = { "Assets/Scenes/Boot.unity",
"Assets/Scenes/Level-1.unity",
// ...
"Assets/Scenes/Menu.unity"
};
string path = Directory.GetCurrentDirectory ();
path += "/" + IOSBuildDir + "/Info.plist";
if (File.Exists (path)) {
Debug.Log ("Removing file " + path);
File.Delete (path);
}
BuildPipeline.BuildPlayer (levels, "Develop", BuildTarget.iPhone,
BuildOptions.AcceptExternalModificationsToPlayer);
}
I know this is no perfect solution but it's the only one I found to work stable. Two drawbacks:
Step (1) has to be repeated after major Xcode format changes
New scenes have to be appended in the editor class code in step (3)

How to get to the parent directory of the app after drag'n'drop starting it? (C#)

I'm trying to make the app which is usually started by drag'n'dropping files on it to load the config file common to other apps, which resides in the parent directory of the app.
The problem is whenever I start the app by drag'n'dropping, #"..\config.cfg" beomes #"where\the\drag_n_dropped\file\is\..\config.cfg" and not the app's own directory.
How do I fix it?
Answer:
string pathToThisApp =
System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location)
and after getting the path we can extract the parent directory by using
pathToThisApp.Substring(0, pathToThisApp.LastIndexOf(#"\") + 1);
+ 1 is needed to keep the last \ sign in the path string.
Use Assembly.GetExecutingAssembly().Location

Team Foundation Build Activitie "DownloadFiles" is giving error

I am customizing the default build process template in TFS 2010.
i am using "DownloadFiles" build activity and in server path i have given "$/TFS/Libraries/Foo.DLL", when i run the execute definition its throwing error as "Access to the path '\ServerName\SharedFolder\BuildName\TempFolder' is denied.".
But when i give server path as "$/TFS/Libraries" its downloading all the files in Libraries folder into shared TempFolder.
But i need do download only one file. Please help..
Thanks in advance..
Now, DownloadFiles does work for a whole folder only:
ServerPath="$/proj/path" - works great, all is downloaded to LocalPath.
ServerPath="$/proj/path/name.ext" - borked.
I've de-compiled DownloadFiles to see why: First it gets a list of server items, in our case just $/proj/path/name.ext. Then, it calculates the local path like this:
localItemPath = Path.Combine(LocalPath,VersionControlPath.MakeRelative(ServerItem, ServerPath));
In this line, the activity assumes that ServerPath is a path. If it's not, then MakeRelative will not recognize it, and the local path will be LocalPath/$/proj/path/name.ext, as the OP has observed.
Also, if ServerPath is not canonical - for example, $/proj/path/../path2, the same will happen. Solution: use VersionControlPath.GetFullPath(myNonCanonicalPath).
You need to grant the user running the build service with write permissions on the shared folder.
http://msdn.microsoft.com/en-us/library/cc668757.aspx
There are two separate Build activities, DownloadFiles for a folder ServerItem and a DownloadFile for a single file ServerItem.I'd expect it should work with DownloadFile.

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