When I run a little node program and I break the output through a pipe, the bash terminal output remains hidden and I'm forced to run reset (which works every time). How should I restore correctly after a broken pipe to avoid going through reset?
The program:
const { unmarshall } = require("#aws-sdk/util-dynamodb");
const fs = require('fs');
(async () => {
const input = fs.readFileSync(process.argv[2], 'utf-8');
const records = JSON.parse(input);
if (records.Items) {
records.Items = records.Items.map((a) => unmarshall(a));
}
process.stdout.on('error', function( err ) {
if (err.code === 'EPIPE') {
process.exit(0);
}
});
process.stdout.write(JSON.stringify(records, undefined, 2));
})();
And when I run this program like this and exit from less via a q keystroke, subsequent terminal output is hidden (after exiting the JS program and breaking the pipe). Output is restored via reset:
node example.js dynamo_output.json | less
# no terminal output is visible
$ reset
# output is restored
This appears to work:
const fs = require('fs');
const writeStdoutSync = (str) => {
fs.writeSync(process.stdout.fd, str);
}
Related
I'm tired of trying to solve this. First off, here is my deployment code
const { REST, Routes } = require('discord.js');
const fs = require('node:fs');
const { client_id } = require('./config.json')
const commands = [];
// Grab all the command files from the commands directory you created earlier
const commandFiles = fs.readdirSync('./slashCommands').filter(file => file.endsWith('.js'));
// Grab the SlashCommandBuilder#toJSON() output of each command's data for deployment
for (const file of commandFiles) {
const command = require(`./slashCommands/${file}`);
commands.push(command.data.toJSON());
}
// Construct and prepare an instance of the REST module
const rest = new REST({ version: '10' }).setToken(process.env.TOKEN);
// and deploy your commands!
(async () => {
try {
console.log(`Started refreshing ${commands.length} application (/) commands.`);
// The put method is used to fully refresh all commands in the guild with the current set
const data = await rest.put(
Routes.applicationCommands(client_id),
{ body: commands },
);
console.log(`Successfully reloaded ${data.length} application (/) commands.`);
} catch (error) {
// And of course, make sure you catch and log any errors!
console.error(error);
}
})();
It is supposed to get the command from the "slashCommand" folder. So I run 'node deploy-commands.js' and it works.
The problem is when I do the slash command '/ping', I get this error:
/home/runner/Nocinel/commands/ping.js:8
message.reply('🏓 **Ball is going over the net...**').then(m => { m.edit(`**🏓 Pong!\n:stopwatch: Uptime: ${Math.round(message.client.uptime / 60000)} minutes\n:sparkling_heart: Websocket Heartbeat: ${message.client.ws.ping}ms\n:round_pushpin: Rountrip Latency: ${m.createdTimestamp - message.createdTimestamp}ms**`) });
^
TypeError: m.edit is not a function
at /home/runner/Nocinel/commands/ping.js:8:73
repl process died unexpectedly: exit status 1
Now this error indicates that I am running a command from my "command" folder rather than my "slashCommand" folder. Which doesnt make sense because I explicitly coded it to only get commands from the "slash command folder"
I have restarted, deleted, waited for an hour, and tested it multiple times, it always gives the same disappointing result. I see absolutely nothing wrong with my code.
There is no problem with registring comannd (deploy-comannds.js is only registring comannds not using making them work). Problem have to be in your index.js you have to handle interaction comannds to your folder slashComannds. Registring comannds was sucessfull.
Documentation:
https://discordjs.guide/creating-your-bot/command-handling.html#loading-command-files
I have a node app that reads data to be processed from the CGI (common gate interface). This is data is test1.txt so to run my file I type in the terminal:
node app.js<test1.txt
I want to debug this code with vscode but to run it needs the data from the file. Notice that "<" is not a parameter, it reads the content of test1.txt and it's put in app.js as if they were typed.
I paste code sample here which read a line of text of test2.txt and converts the spaced number to an array of integers. This require an environment variable OUTPUT_PATH to set to "out.txt" for example. I should also say what I am trying to do is to run challenges of "hacker rank" in my local PC to be able to debug my code using vscode.
'use strict';
const fs = require('fs');
process.stdin.resume();
process.stdin.setEncoding('utf-8');
let inputString = '';
let currentLine = 0;
process.stdin.on('data', function(inputStdin) {
inputString += inputStdin;
});
process.stdin.on('end', function() {
inputString = inputString.split('\n');
main();
});
function readLine() {
return inputString[currentLine++];
}
// -------------------------------------------------
function app(arr) {
console.log(JSON.stringify(arr));
}
function main() {
const ws = fs.createWriteStream(process.env.OUTPUT_PATH);
const arr = readLine().replace(/\s+$/g, '').split(' ').map(queriesTemp => parseInt(queriesTemp, 10));
const result = app(arr);
ws.write(result + '\n');
ws.end();
}
I want to write a command-line program that will show UNICODE characters that will "animate" in the left side of a line. How can I do it using node.js to have the checkmark and UNICODE animation you see here in the following image? What are the characters, and how do I make the instructions to overwrite the first character on the line?
You can build your own spinner in node by writing to stdout like this:
import { stdout } from "process"
function startSpinner() {
const characters = ['⠋', '⠙', '⠹', '⠸', '⠼', '⠴', '⠦', '⠧', '⠇', '⠏']
const cursorEsc = {
hide: '\u001B[?25l',
show: '\u001B[?25h',
}
stdout.write(cursorEsc.hide)
let i = 0;
const timer = setInterval(function () {
stdout.write("\r" + characters[i++]);
i = i >= characters.length ? 0 : i;
}, 150);
return () => {
clearInterval(timer)
stdout.write("\r")
stdout.write(cursorEsc.show)
}
}
Then invoke the function like this - here's an example that runs for 4 seconds and then finishes
const stopSpinner = startSpinner();
setTimeout(() => {
stopSpinner()
console.log("done")
},4000)
Further Reading
How to make a loading animation in Console Application written in JavaScript or NodeJs?
ANSI Escape Codes
Use this npm library
https://www.npmjs.com/package/cli-spinners
Implement like this:
const cliSpinners = require('cli-spinners');
console.log(cliSpinners.dots);
I want to use the gltf-transform command "merge" in my script and wrote something like this to merge two or more gltf files.
const { merge } = require('#gltf-transform/cli');
const fileA = '/model_path/fileA.gltf';
const fileB = '/model_path/fileB.gltf';
merge(fileA, fileB, output.gltf, false);
But nothing happened. No output file or console log. So I dont know where to continue my little journey.
Would be great when someone has a clue.
An alternative was...
const command = "gltf-transform merge("+fileA+", "+fileB+", output.gltf, false)";
exec(command, (error, stdout, stderr) => {
if (error) {
console.log(`error: ${error.message}`);
return;
}
if (stderr) {
console.log(`stderr: ${stderr}`);
return;
}
console.log(`stdout: ${stdout}`);
});
... but didnt work either and looks needless.
The #gltf-transform/cli package you're importing isn't really designed for programmatic usage; it's just a CLI. Code meant for programmatic use is in the /functions, /core, and /extensions packages.
If you'd like to implement something similar in JavaScript, I would try this instead:
import { Document, NodeIO } from '#gltf-transform/core';
const io = new NodeIO();
const inputDocument1 = io.read('./model_path/fileA.gltf');
const inputDocument2 = io.read('./model_path/fileB.gltf');
const outputDocument = new Document()
.merge(inputDocument1)
.merge(inputDocument2);
// Optional: Merge binary resources to a single buffer.
const buffer = doc.getRoot().listBuffers()[0];
doc.getRoot().listAccessors().forEach((a) => a.setBuffer(buffer));
doc.getRoot().listBuffers().forEach((b, index) => index > 0 ? b.dispose() : null);
io.write('./model_path/output.gltf', outputDocument);
This will create a single glTF file containing two scenes. If you wanted to merge the contents of both files into a single scene that would require moving some nodes around with the Scene API.
you can use gltf-transform/cli by using spawn.
// you should run `node #gltf-transform/cli/bin/cli.js`
const gltf_transform_cli_path = `your project's node_modules dir path${path.sep}#gltf-transform${path.sep}cli${path.sep}bin${path.sep}cli.js`
const normPath = path.normalize(gltf_transform_cli_path);
const command = `node ${normPath} merge ${fileA} ${fileB} output.gltf false`
const result = spawn(command)
and plus,
if you're going to use texture compressing using ktx(etc1s, usatc),
you've got to install ktx on your local.
I'm trying to make an extension that uses chrome native messaging to communicate with youtube-dl using a node.js host script. I've been able to successfully parse the stdin from the extension & also been able to run a child process (i.e. touch file.dat), but when I try to exec/spawn youtube-dl it hangs on the command. I've tried the host script independently of chrome native input and it works fine. I think the problem may have something to do with 1MB limitations on buffer size of chrome native messaging. Is there a way around reading the buffer?
#! /usr/bin/env node
"use strict";
const fs = require('fs');
const exec = require('child_process').execSync;
const dlPath = '/home/toughluck/Music';
let first = true;
let buffers = [];
process.stdin.on('readable', () => {
let chunk = process.stdin.read();
if (chunk !== null) {
if (first) {
chunk = chunk.slice(4);
first = false;
}
buffers.push(chunk);
}
});
process.stdin.on('end', () => {
const res = Buffer.concat(buffers);
const url = JSON.parse(res).url;
const outTemplate = `${dlPath}/%(title)s.%(ext)s`;
const cmdOptions = {
shell: '/bin/bash'
};
const cmd = `youtube-dl --extract-audio --audio-format mp3 -o \"${outTemplate}\" ${url}`;
// const args = ['--extract-audio', '--audio-format', 'mp3', '-o', outTemplate, url];
// const cmd2 = 'youtube-dl';
process.stderr.write('Suck it chrome');
process.stderr.write('stderr doesnt stop host');
exec(cmd, cmdOptions, (err, stdout, stderr) => {
if (err) throw err;
process.stderr.write(stdout);
process.stderr.write(stderr);
});
process.stderr.write('\n Okay....');
});
The full codebase can be found at https://github.com/wrleskovec/chrome-youtube-mp3-dl
So I was right about what was causing the problem. It had to do with 1 MB limitation on host to chrome message. You can avoid this by redirecting the stdout/stderr to a file.
const cmd = `youtube-dl --extract-audio --audio-format mp3 -o \"${outTemplate}\" ${url} &> d.txt`;
This worked for me. To be honest I'm not entirely why the message is considered > 1 MB and if someone can give a better explanation that would be great.