I've been trying to compile LESS files to CSS using Vincent Simonet's "Eclipse plugin for LESS".
I tried installing these addons using CMD in the folder where my less is installed but it's not working.
This is the error:
Unable to interpret argument yui-compress - if it is a plugin (less-plugin-yui-compress), make sure that it is installed under or at the same level as less
Unable to interpret argument O0 - if it is a plugin (less-plugin-O0), make sure that it is installed under or at the same level as less
The compress option has been deprecated. We recommend you use a dedicated css minifier, for instance see less-plugin-clean-css.
A failure occurred when running the LESS compiler, see above error message.
Related
i am facing PhaseScriptExecution error
when i try to build IOS then project not build this give the following error
the following build commands failed:
PhaseScriptExecution Bundle\ React\ Native\ code\ and\ images /Users/ali/Library/Developer/Xcode/DerivedData/NassauTennisMobileApp-akwowvjtagvlxbalhbsvukoitagy/Build/Intermediates.noindex/NassauTennisMobileApp.build/Debug-iphonesimulator/NassauTennisMobileApp.build/Script-00DD1BFF1BD5951E006B06BC.sh
For me: It seems that react native doesn't like spaces in the directory. I was able to build my ios after removing all of the spaces in my directory.
Potential solution to your problem, didn't fix mine but it might help you: The author suggests there is a mismatch between the node version that you're using and the one that xcode is calling/using. The author provides a way to check the versions installed as well as a way to symlink between the two versions => https://dev.to/glocore/react-native-command-phasescriptexecution-failed-of9
I am facing similar issue like this mentioned in the post:
Triying to run VLC for unity plugin demo
Build platform is WIN 10 x64 (build 2004).
I am using LibVLC from the nightly build: https://artifacts.videolan.org/vlc/nightly-win64-llvm/20200914-0434/
LibVLCSharp gets built successfully (https://code.videolan.org/videolan/LibVLCSharp/-/tree/master/).
I was trying to build "VLCUnityPlugin.dll" but failing (have installed https://github.com/mstorsjo/llvm-mingw/tree/20200325 (LLVM MinGW)), using MSYS64 to run ./build.sh and it was coming up with this error:
MSYS error while building VLCUnity plugin dll
I thought maybe since "VLCUnityPlugin.dll" is NOT present, Unity x64 (v 2019.4.8f1) keeps on complaining with the following errors:
UNITY errors
But after, I hacked "common" make file as shown below:
make file changes to build VLCUnityPlugin.dll
I successfully built VLCUnityPlugin.dll and my plugin file structure looks like this now:
Plugin directory structure
Still, I do see UNITY Errors:
"Assets\VLCUnity\Demos\Scripts\MinimalPlayback.cs(99,39): error CS1061: 'MediaPlayer' does not contain a definition for 'GetTexture' and no accessible extension method 'GetTexture' accepting a first argument of type 'MediaPlayer' could be found (are you missing a using directive or an assembly reference?)"
The free trial version is available for download here https://videolabs.io/vlc-unity/vlc-unity-windows-trial.unitypackage.
That being said, if you want to build it yourself, you should follow what the CI does https://code.videolan.org/videolan/vlc-unity/-/blob/master/.gitlab-ci.yml
The libvlcsharp build is a special one, you need to define UNITY when you build it. It has the added GetTexture method.
For VLCPlugin.dll, you should crosscompile from Linux, where you install llvm-mingw and run it from bash (for example). MSYS not needed.
Some time my project in MyEclipse show me the following error on compilation. Sometime by restarting MyEclipse the error message disappear.
Can you please tell me why this error occurs ?
Error message :
The container 'Struts 1.1 Libraries' references non existing library 'C:\MyEclipse\.......\org.eclipse.osgi\bundles\16\1\.cp\data\1.1\lib\commons-beanutils.jar' ROMO_ETD Build path Build Path Problem
Thanks a lot.
Looks like you might be using an old unsupported release of MyEclipse, so one option would be to upgrade to the latest release. Another would be to run MyEclipse with the -clean argument, once. The argument is mentioned here (for the eclipse Juno release, but it's similar for earlier releases): http://help.eclipse.org/juno/topic/org.eclipse.platform.doc.user/tasks/running_eclipse.htm?cp=0_3_0
Basically, the argument is added to the command line or to the top of the myeclipse.ini file, in the folder containing the myeclipse.exe file. The argument can be removed after the first launch, as it slows down the launch.
I am going to create the app that shows google map and required social login with facebook.
I decided to use:
https://github.com/Wizcorp/phonegap-facebook-plugin
and
https://github.com/wf9a5m75/phonegap-googlemaps-plugin
I don't know what is a reason, but these plugins perfectly work alone, but when I installed them together I got next error:
BUILD FAILED
C:\Users\{USER_NAME}\AppData\Local\Android\sdk\tools\ant\build.xml:577: Jar mismatch! Fix your dependencies
Total time: 1 second
{APP_PATH}\platforms\android\cordova\node_modules\q\q.js: 126
throw e;
^
Error code 1 for command: cmd with args: /s /c "ant debug -f {APP_PATH}\platforms\android\build.xml -Dout.dir=ant-build -Dgen.absolute.dir=ant-gen"
ERROR running one or more of the platforms: Error: {APP_PATH}\platforms\android\cordova\run.bat: Command failed with exit code 8
You may not have the required environment or OS to run this project
I am not experienced in PhoneGap development, but I guess that both plugins are doing some changes in platform dependencies (and rewriting changes of another plugin).
Could anybody help me with this?
I got the answer of google-maps plugin creator:
The facebook plugin contains android-support-v4.jar, and the map
plugin installs another android-support-v4.jar.
Remove one of them.
I took off android-support-v4.jar from com.phonegap.plugins.facebookconnect folder and left it in libs folder. It was solved my issue (fb and g-maps work together).
So I can mark this question as closed now.
I leave this answer for anybody who meets this issue like me.
I'm trying to incorporate JSDoc into my Grunt deployment process. When I run it, I get the following error (expectedly):
>> JAVA_HOME is not set. Jsdoc requires Java to run.
Fatal error: Bad argument
I know that JSDoc is java-based, but I'm hoping to remove Java from the equation wholly. Is there a way to do this with the existing grunt plugin, or another that runs the process in Node only?
I don't want to add Java just for one task. Is this a fool's errand?
There's no way to do this from the current grunt jsdoc plugin. The issue is with the underlying jsdoc utility of course. You can track their progress toward supporting node.js instead of Rhino here:
https://github.com/jsdoc3/jsdoc/issues/93
However, a couple notes about that error you're seeing.
At least on Linux, as long as java is in the path, you can safely ignore that error and it will still generate.
see this question for some other discussion about JAVA_HOME and grunt-jsdoc-plugin
The JSDoc dependency on Java, required by Mozilla Rhino, has been removed in JSDoc 3.3.0. The JSDoc GitHub page states:
Native support for Node.js is available in JSDoc 3.3.0 and later. JSDoc supports Node.js 0.10 and later.
JSDoc v3.3.0 is still in alpha release status (3.3.0-alpha4 was released on Jan 26, 2014), so to install the latest alpha version use:
npm install jsdoc#"<=3.3.0"
I came across the same problem, and built a little Grunt plugin wrapping JSDoc 3.3 (no need for Java, all running in Node):
https://github.com/usrz/javascript-grunt-jsdoc-ng