How to open toc automatically when open a .ipynb file in jupyterlab? - jupyter-lab

When I open a file in jupyterlab. The left sidebar will disappear the file browser.
file browser
But I want to open the toc.
I try to write a javascript to simulate click the toc button in sidebar, but it doesn't work.
There are any configuration or script can open toc?

JupyterLab 4.0 will include toc:show-panel command, and in earlier versions you can activate ToC using activateById() method from JupyterFrontEnd.IShell interface using table-of-contents identifier.
You can try it out on jupyterlab-plugin-playground with the following code:
import { JupyterFrontEnd, JupyterFrontEndPlugin } from '#jupyterlab/application';
import { NotebookPanel, INotebookTracker } from '#jupyterlab/notebook';
const plugin: JupyterFrontEndPlugin<void> = {
id: 'toc-show:plugin',
autoStart: true,
requires: [INotebookTracker],
activate: (app: JupyterFrontEnd, notebookTracker: INotebookTracker) => {
alert('TOC-show extension activated!'); // you can remove this
notebookTracker.currentChanged.connect((_: any, notebookPanel: NotebookPanel | null) => {
if (notebookPanel) {
// JupyterLab 3.x:
app.shell.activateById('table-of-contents');
// JupyterLab 4.0+:
// app.commands.execute('toc:show-panel');
}
});
},
};
export default plugin;
For packaging/installing it as a permanent extension you can follow the JupyterLab extension tutorial.
In future it might be possible to recreate this functionality from ipylab but currently it does not implement signal handlind.

Related

Electron Global Shortcut alternative without reserving the key

How can i capture keypress in Electron without globalShortcut and without losing the key functionality. For example i want to capture Tab press but without losing it's ability to indent for example in visual studio code.
I use Electron 13.0 because if i use higher some required modules don't work.
I tried iohook but throws iohook.node module not found. I think it doens't have support for Electron 13 yet.
Anyone ideea how can i do accomplish this? Thank you !
Electron can be a bit of a headache when it comes to communicate between the window and the main process, and for good reason: Security.
However, this problem has two solutions:
Not recommended: plain ipcRenderer required with { nodeIntegration: true } and window.electron in index.html, that can cause a lot of trouble, don't do that, you give access to the user to all nodejs functions, like fs, child_process, ...
Recomended: preload. Preload makes the bridge between the process and the window allowing you to pick what you want to share with the window, in this case, ipcRenderer without the whole electron access.
Read more about Electron secuity here
First, create a preload.js to pass scope isolated ipcRenderer.send function to the window
// preload.js
const { contextBridge, ipcRenderer } = require('electron');
const exposedAPI = {
sendMessage: (message) => {
ipcRenderer.send('my-event', string);
}
};
contextBridge.exposeInMainWorld("electron", exposedAPI);
More about contextBridge here
In the main electron script
// main.js
const { ipcRenderer } = require('electron');
...
const window = new BrowserWindow({
...
preload: 'my/preload/path/preload.js', // Here preload is loaded when the window is created
})
...
ipcRenderer.on('my-event', (string) => {
// do struff with string
});
Great full example here
Finally, the window where you want to capture the event from without changing the behaviour
// index.html or your-script.js
document.addEventListener('keydown', (evt) => { // keyup, keydown or keypress
window.electron.exposedAPI.sendMessage('key was pressed');
});

Is there a way to use Vite with HMR and still generate the files in the /dist folder?

First of all, I wanna say that I've started using Vite awhile ago and I'm no Vite expert in any shape or form.
Now, about my problem: I'm working on a Chrome Extension which requires me to have the files generated in the /dist folder. That works excellent using vite build. But, if I try to use only vite (to get the benefits of HMR), no files get generated in the /dist folder. So I have no way to load the Chrome Extension.
If anyone has faced similar issues, or knows a config that I've overlooked, feel free to share it here.
Thanks!
With this small plugin you will get a build after each hot module reload event :
In a file hot-build.ts :
/**
* Custom Hot Reloading Plugin
* Start `vite build` on Hot Module Reload
*/
import { build } from 'vite'
export default function HotBuild() {
let bundling = false
const hmrBuild = async () => {
bundling = true
await build({'build': { outDir: './hot-dist'}}) // <--- you can give a custom config here or remove it to use default options
};
return {
name: 'hot-build',
enforce: "pre",
// HMR
handleHotUpdate({ file, server }) {
if (!bundling) {
console.log(`hot vite build starting...`)
hmrBuild()
.then(() => {
bundling = false
console.log(`hot vite build finished`)
})
}
return []
}
}
}
then in vite.config.js :
import HotBuild from './hot-build'
// vite config
{
plugins: [
HotBuild()
],
}

How can I add ESLInt custom rules directory to VSCode

I am running VSCode with the ESLint plugin. My project contains some custom rules, which live in a particular directory.
If I run ESLint from the command line and pass in --rulesdir=./custom-eslint-rules everything works as expected.
However, I am specifically referring to the linting that happens per file in the editor itself. There, it lints using the normal rules, but shows errors that the definitions for my custom rules are missing.
How can I configure VSCode so that the per-file linting sees my custom rule definitions that live in a particular directory?
In your setting.json:
"eslint.options": {
"rulePaths": "<path>"
}
Reference: https://eslint.org/docs/developer-guide/nodejs-api#cliengine
Write your own eslint plugin and use it with vs code compatibility 🚀
‌
1. install eslint-plugin-rulesdir#0.2.1
yarn add --dev eslint-plugin-rulesdir#0.2.1
2. add to .eslintrc.js
import
const rulesDirPlugin = require("eslint-plugin-rulesdir");
rulesDirPlugin.RULES_DIR = "src/rules"; // it is example
plugins
plugins: [...,"rulesdir"]
rules
rules: {
...,
"rulesdir/no-get-payments": "error"
}
3. create rule file src/rules/no-get-payments.js
module.exports = {
create: function (context) {
return {
CallExpression: function (node) {
if (node.callee.name === "getPayments") {
context.report({
node: node,
message: "getPayments is depricated! ",
});
}
},
};
},
};
‌

Playwright: Upload files from non-input element that cannot be used page.setInputFiles?

I'm working on uploading files through non-input HTML tag on Playwright.
For example, you can use setInputFiles like this, and this works:
await page.setInputFiles('input[type="file"]', './headphone.png')
But apparently setInputFiles only works for input element, something like this will be error:
await page.setInputFiles('label.ImageUpload__label ', './headphone.png');
The HTML I'm working on is like this:
<div id="ImageUpload" class="ImageUpload u-marginB10">
<label class="ImageUpload__label js-dragdrop-area" for="selectFileMultiple">
<span class="ImageUpload__hide">drag and drop or select files</span>
<span class="ImageUpload__text"><span class="js-dragdrop-num">10</span>up to</span>
</label>
</div>
So, is it possible to upload files to such HTML elements with Playwright?
NodeJs: https://playwright.dev/python/docs/api/class-filechooser
page.on("filechooser", (fileChooser: FileChooser) => {
fileChooser.setFiles(["/path/to/a/file"]);
})
Python: https://playwright.dev/python/docs/api/class-filechooser/
with page.expect_file_chooser() as fc_info:
page.click("upload")
file_chooser = fc_info.value
file_chooser.set_files("/path/to/a/file")
Java: https://playwright.dev/java/docs/api/class-filechooser
FileChooser fileChooser = page.waitForFileChooser(() ->
page.click("upload"));
fileChooser.setFiles(Paths.get("myfile.pdf"));
To upload a file using Playwright use setInputFiles(selector, files[, options]) function. This method takes the selector of the input element and the path to the file you want to upload.
The files parameter value can be a relative path (relative to the current working directory) or an absolute path. I strongly suggest that you use an absolute path to ensure predictable behavior.
test("upload a file", async ({ page }) => {
console.log(resolve(__dirname, "bar.png"));
await page.goto("http://127.0.0.1:8080/upload-file/");
await page.locator('input[name="foo"]').click();
await page
.locator('input[name="foo"]')
.setInputFiles(resolve(__dirname, "bar.png"));
await page.click("input[type=submit]");
});
Alternatively, you can read the file into a Buffer and dispatch drop event onto the target element with DataTransfer payload. This is useful when you are testing a drag-and-drop area:
const dataTransfer = await page.evaluateHandle(
async ({ fileHex, localFileName, localFileType }) => {
const dataTransfer = new DataTransfer();
dataTransfer.items.add(
new File([fileHex], localFileName, { type: localFileType })
);
return dataTransfer;
},
{
fileHex: (await readFile(resolve(__dirname, "bar.png"))).toString("hex"),
localFileName: fileName,
localFileType: fileType,
}
);
await page.dispatchEvent("#drop_zone", "drop", { dataTransfer });
await expect(page.locator("text=bar.png")).toBeVisible();
You can further simplify the above code using createDataTransfer utility from playwright-utilities:
const dataTransfer = await createDataTransfer({
page,
filePath: resolve(__dirname, "bar.png"),
fileName: "bar.png",
fileType: "image/png",
});
await page.dispatchEvent("#drop_zone", "drop", { dataTransfer });
await expect(page.locator("text=bar.png")).toBeVisible();
Try this example locally by cloning the Playwright Playground repository:
git clone --branch test/upload-file https://punkpeye#github.com/punkpeye/playwright-playground.git
cd playwright-playground
npm install
npx playwright test tests/upload-file
Found another alternative to upload that worked in my case. We create a buffer from memory and drag and drop the file to the upload button.
// Read your file into a buffer.
const buffer = readFileSync('file.pdf');
// Create the DataTransfer and File
const dataTransfer = await scope.page.evaluateHandle((data) => {
const dt = new DataTransfer();
// Convert the buffer to a hex array
const file = new File([data.toString('hex')], 'file.pdf', { type: 'application/pdf' });
dt.items.add(file);
return dt;
}, buffer);
// Now dispatch
await page.dispatchEvent('YOUR_TARGET_SELECTOR', 'drop', { dataTransfer });
if using typescript, add this to the top of the file:
import {readFileSync} from 'fs';
Github issue: https://github.com/microsoft/playwright/issues/10667#issuecomment-998397241
I had the same issue so I decided to use AutoIt to upload files with Playwright.
AutoIt v3 is a freeware BASIC-like scripting language designed for automating Windows GUI and general scripting.
I used AutoIT to handle the Windows File Upload dialog, which cannot be handled using Playwright.
Creating Script
Download AutoIt: https://www.autoitscript.com/site/autoit/downloads/
Open SciTE Script Editor and type the followng:
WinWaitActive("Choose files")
Send("C:\ChromeDriver\text.txt")
Send("{ENTER}")
If it does not work, change Choose files to whatever title is on the top left of the upload dialog.
Click save and name it something like upload.au3 and save it in the root directory of your test.
Example of Save Location
Right click your newly created file and click Compile Script
Executing the script in your test
Create execFile function of child process modules in node.js. Reference: https://nodejs.org/api/child_process.html#child_process_child_process_execfile_file_args_options_callback
Add this to the top of your .spec.ts test file:
var exec = require('child_process').execFile;
var upload_script = function(){
exec('upload.exe', function(err, data) {
console.log(err)
});
}
Open the upload dialog, then call the function in your test
// Click Browse
await page.locator('#browse').click();
// Execute Upload Script
upload_script();
You have to run your test headed or it will not work:
npx playwright test --headed

node-canvas registerFont can't find font file once deployed (works locally)

I have a Node.js server that uses node-canvas to render text on an image on the server-side. Here is the repo: https://github.com/shawninder/meme-generator (just git clone, npm i and npm run dev to run locally).
As you'll notice in the code, I am loading the Anton font, which I got from here with the documented registerFont function provided by node-canvas
registerFont('./fonts/Anton-Regular.ttf', { family: 'Anton' })
Everything works like a charm locally, but when I deploy to Vercel (formerly known as zeit), that line throws an ENOENT error:
no such file or directory, lstat '/var/task/fonts'
Is there a path I can use here that will successfully load the font from within a Vercel function?
Can I find a single path that will work both locally and once deployed?
I had the same problem recently and I finally found a solution. I'm no guru, so someone will probably be able to suggest a better way, but here's what worked for me.
Because of how Vercel runs their serverless functions, a function doesn't really know anything about the rest of the project, or the public folder. This makes sense (because security), but it does make it tricky when you need the actual path to a file. You can import the font file no problem, the build process will give it a new name and put it on the disk (in /var/task ), but you can't access it. path.resolve(_font_name_) can see it, but you can't access it.
I ended up writing a very bad, separate api page that used path.join and fs.readdirSync to see what files are actually visible from the api page. One thing that is visible is a node_modules folder that contains the files for modules used on that api page.
fs.readdirSync(path.join(process.cwd(), 'node_modules/')
So what I did was write a local module, install it in my project, then import it into my api page. In the local module's package.json, I have a line "files": ["*"] so it will bundle all the module files into its node_modules folder (instead of just the .js files). In my module I have my font file and a function that copies it to /tmp (/tmp is readable and writable) then returns the path to the file, /tmp/Roboto-Regular.ttf.
On my api page, I include this module, then run it, and I pass the resultant path to registerfont.
It works. I'd share my code, but it's pretty sloppy right now, and I'd like to clean it up and try a couple things first (like I'm not sure if I need to copy it to /tmp, but I haven't tested it without that step). When I get it straightened out I'll edit this answer.
-- EDIT
Since I haven't been able to improve on my original solution, let me give some more details about what I did.
In my package.json I added a line to include a local module:
"dependencies": {
"canvas": "^2.6.1",
"fonttrick": "file:fonttrick",
In my project root, I have a folder "fonttrick". Inside the folder is another package.json:
{
"name": "fonttrick",
"version": "1.0.6",
"description": "a trick to get canvas registerfont to work in a Vercel serverless function",
"license": "MIT",
"homepage": "https://grumbly.games",
"main": "index.js",
"files": [
"*"
],
"keywords": [
"registerfont",
"canvas",
"vercel",
"zeit",
"nextjs"
]
}
This is the only local module I've ever had to write; the keywords don't do anything, but at first I'd thought about putting it on NPM, so they're there.
The fonttrick folder also contains my font file (in this case "Roboto-Regular.ttf"), and a the main file, index.js:
module.exports = function fonttrick() {
const fs = require('fs')
const path = require('path')
const RobotoR = require.resolve('./Roboto-Regular.ttf')
const { COPYFILE_EXCL } = fs.constants;
const { COPYFILE_FICLONE } = fs.constants;
//const pathToRoboto = path.join(process.cwd(), 'node_modules/fonttrick/Roboto-Regular.ttf')
try {
if (fs.existsSync('/tmp/Roboto-Regular.ttf')) {
console.log("Roboto lives in tmp!!!!")
} else {
fs.copyFileSync(RobotoR, '/tmp/Roboto-Regular.ttf', COPYFILE_FICLONE | COPYFILE_EXCL)
}
} catch (err) {
console.error(err)
}
return '/tmp/Roboto-Regular.ttf'
};
I ran npm install in this folder, and then fonttrick was available as a module in my main project (don't forget to run npm install there, too).
Since I only need to use this for API calls, the module is only used in one file, /pages/api/[img].js
import { drawCanvas } from "../../components/drawCanvas"
import { stringIsValid, strToGameState } from '../../components/gameStatePack'
import fonttrick from 'fonttrick'
export default (req, res) => { // { query: { img } }
// some constants
const fallbackString = "1xThe~2ysent~3zlink~4yis~5wnot~6xa~7xvalid~8zsentence~9f~~"
// const fbs64 = Buffer.from(fallbackString,'utf8').toString('base64')
// some variables
let imageWidth = 1200 // standard for fb ogimage
let imageHeight = 628 // standard for fb ogimage
// we need to remove the initial "/api/" before we can use the req string
const reqString64 = req.url.split('/')[2]
// and also it's base64 encoded, so convert to utf8
const reqString = Buffer.from(reqString64, 'base64').toString('utf8')
//const pathToRoboto = path.join(process.cwd(), 'node_modules/fonttrick/Roboto-Regular.ttf')
let output = null
if (stringIsValid({ sentenceString: reqString })) {
let data = JSON.parse(strToGameState({ canvasURLstring: reqString }))
output = drawCanvas({
sentence: data.sentence,
cards: data.cards,
width: imageWidth,
height: imageHeight,
fontPath: fonttrick()
})
} else {
let data = JSON.parse(strToGameState({ canvasURLstring: fallbackString }))
output = drawCanvas({
sentence: data.sentence,
cards: data.cards,
width: imageWidth,
height: imageHeight,
fontPath: fonttrick()
})
}
const buffy = Buffer.from(output.split(',')[1], 'base64')
res.statusCode = 200
res.setHeader('Content-Type', 'image/png')
res.end(buffy)
}
The important part of what this does is import fonttrick which puts a copy of the font in tmp, then returns the path to that file; the path to the font is then passed to the canvas drawing function (along with some other stuff; what to draw, how big to draw it, etc.)
My drawing function itself is in components/drawCanvas.js; here's the important stuff at the beginning (TLDR version: if it gets called from the API page, it gets a path to the font; if so, it uses that, otherwise the regular system fonts are available):
import { registerFont, createCanvas } from 'canvas';
import path from 'path'
// width and height are optional
export const drawCanvas = ({ sentence, cards, width, height, fontPath }) => {
// default canvas size
let cw = 1200 // canvas width
let ch = 628 // canvas height
// if given different canvas size, update
if (width && !height) {
cw = width
ch = Math.floor(width / 1.91)
}
if (height && width) {
cw = width
ch = height
}
if (height && !width) {
ch = height
cw = Math.floor(height * 1.91)
}
// this path is only used for api calls in development mode
let theFontPath = path.join(process.cwd(), 'public/fonts/Roboto-Regular.ttf')
// when run in browser, registerfont isn't available,
// but we don't need it; when run from an API call,
// there is no css loaded, so we can't get fonts from #fontface
// and the canvas element has no fonts installed by default;
// in dev mode we can load them from local, but when run serverless
// it gets complicated: basically, we have a local module whose only
// job is to get loaded and piggyback the font file into the serverless
// function (thread); the module default function copies the font to
// /tmp then returns its absolute path; the function in the api
// then passes that path here so we can load the font from it
if (registerFont !== undefined) {
if (process.env.NODE_ENV === "production") {
theFontPath = fontPath
}
registerFont(theFontPath, { family: 'Roboto' })
}
const canvas = createCanvas(cw, ch)
const ctx = canvas.getContext('2d')
This API path gets used in the header for my game, in the meta tags to create the image on demand when a page gets shared on facebook or twitter or wherever:
<meta property="og:image" content={`https://grumbly.games/api/${returnString}`} />
Anyway. Ugly and hacky, but it works for me.
I think you were very close with registerFont. Here’s what I got to work using your repo:
In img.js:
import { registerFont, createCanvas, loadImage } from 'canvas'
// …
// Where 'Anton' is the same font-family name you want to use within
// your canvas code, ie. in writeText.js.
registerFont('./pages/fonts/Anton/Anton-Regular.ttf', { family: 'Anton' })
// Make sure this goes after registerFont()
const canvas = createCanvas()
//…
I added a new folder in pages/ called fonts/, and added the Anton folder downloaded from Google Fonts. Click “Download Family” to get the font file from here: https://fonts.google.com/specimen/Anton?query=Anton&selection.family=Anton&sidebar.open
The other file you downloaded (https://fonts.googleapis.com/css?family=Anton&display=swap) is actually the CSS file you’ll want to use the fonts client side in the browser, for your previewer.
At first, I would keep using the hosted version provided by Google Fonts. You can add that to the PreviewMeme.js component:
<link href="https://fonts.googleapis.com/css2?family=Anton" rel="stylesheet" />
<canvas id='meme' ref={canvas}></canvas>
(You might also want to use something like FontFaceObserver client side to make sure the font has loaded before rendering your canvas the first time.)
In writeText.js you’ll also then change the fontFamily to Anton:
const fontFamily = 'Anton'
That will make Anton available client side via the hosted Google Fonts, and it should be available to you as a file on the server for rendering with the server-side canvas package.
Hope that’s helpful!
The solution ended up being
import path from 'path'
registerFont(path.resolve('./fonts/Anton-Regular.ttf'), { family: 'Anton' })`
See path.resolve
I finally got this working, using officially-documented configurations rather than the hacky top answer!
First of all, I'm assuming your serverless function is at api/some_function.js, where the api/ folder is at the project root.
Create a folder in api/ to put static files into, such as api/_files/. For me, I put font and image files.
Put this in vercel.json:
{
"functions": {
"api/some_function.js": {
"includeFiles": "_files/**"
}
}
}
Now in api/some_function.js, you can use __dirname to reference the files:
const { join } = require('path')
registerFont(join(__dirname, '_files/fonts/Anton-Regular.ttf'), { family: 'Anton' })
This is based on this Vercel help page, except I had to figure out where the _files/ folder goes in your project directory structure because they forgot to mention that.

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