I have a check.env file, in which I have some variables like
SharedAccessKey=
I want to put a value in the check.env file from my node.js code. Articles on internet are there for updating at the running time of node.js, but my requirement is to change in the file and keep the file with changes made.
How can I accomplish that.
I got this link : How to change variables in the .env file dynamically in Laravel?
but it is in some other language, how can I do in node.js.
I was unable to find out the best solution so went with another solution of mine that I took.
I am using two files now both .env extensions and I am copying main .env file to another empty .env file (like check1.env to check2.env).
Any modifications I am making is in the second file (check2.env).
And I am using string replacement in the .env file, using fs.readLine() and getting the string and the data.replace(), this worked for me.
The reason to use two .env files is that even if I change in the second file, again by copying from the first file I will get same string search and will replace with a different value.
-- Please suggest if there is an any better approach. Thanks
Related
I have a file and I am reading it through chokidar. I am also writing to the same file in some another function using fs.writeFileSync.
I want to emit the watcher.on('change') function only when the file is changed manually (i.e. not through WriteFileSync). Is there a way of determining that ?
No, there isn't, not to my knowledge.
You can only know the file was changed, not what process/... changed it.
I am using the latest version of pyRevit, v45.
I'm writing some info in temporary files with
myTempFile = script.get_instance_data_file("id")
This creates a file named pyRevit_2018_xxxx_id.tmp in which I store useful info. If I'm not mistaken, the "xxxx" part is changing every time I reload Revit. Now, I need to get access to this information from another pyRevit script.
How can I retrieve the name of the temp file I need to read? In other words, how do I access "myTempFile" from within the second script, which has no idea of the name of "myTempFile"?
I guess I can share somehow that variable between my script, but what's the proper way to do this? I know this must be a very basic programming question, but I'm indeed not a programmer ;)
Thanks a lot,
Arnaud.
Ok, I realise now that my variables in the 1st script cease to exist after its execution.
So for now I wrote the file name in another file, of which I know the name.. That works.
But if there's a cleaner way to do this, I'd be glad to learn ;)
Arnaud
pyrevit.script module provides 4 different methods for creating temporary files based on their use case:
get_instance_data_file:
for data files marked with Revit instance pid. This means that scripts running on another instance will not see this temp file.
http://pyrevit.readthedocs.io/en/latest/pyrevit/script.html#pyrevit.script.get_instance_data_file
get_universal_data_file:
for temp files accessible to all Revit instances and versions
http://pyrevit.readthedocs.io/en/latest/pyrevit/script.html#pyrevit.script.get_universal_data_file
get_data_file:
Base method to get a standard temp file for current revit version
http://pyrevit.readthedocs.io/en/latest/pyrevit/script.html#pyrevit.script.get_data_file
get_document_data_file:
temp file marked with active document (so scripts working on another document will not see this)
http://pyrevit.readthedocs.io/en/latest/pyrevit/script.html#pyrevit.script.get_document_data_file
Each method uses a pattern to create the temp file name. So as long as the call to the method is the same of different scripts, the method generates the same file name.
Example:
Script 1:
from pyrevit import script
tfile = script.get_data_file('mydata')
Script 2:
from pyrevit import script
tempfile = script.get_data_file('mydata')
In this example tempfile = tfile since the file id is the same.
There is documentation on each so make sure you take a look at those and pick the flavor that serves your purpose.
During my Grunt tasks, add a unique string to the end of my filenames. I have tried grunt-contrib-copy and grunt-filerev. Neither have been able to do what I need them to...
Currently my LESS files are automatically compiled on 'save' in Sublime Text 3 (so this does not yet occur in my grunt tasks). Then, I open my terminal and run 'grunt', which concatenates (combines) my JS files. After this is done, then grunt should rename 'dist/css/main.css' and 'dist/js/main.js' with a "version" at the end of the filename.
I have tried:
grunt-contrib-copy ('clean:expired' deletes the concatenated JS before grunt-contrib-copy' can rename the file)
grunt-filerev ('This only worked on the CSS files for some reason, and it inserted the version number BEFORE the '.css'. Not sure why it didn't work on the JS files.')
Here's my Gruntfile.js
So, to be clear, I am not asking for "code review" I simply need to know how I can incorporate a "rename" process so that when the tasks are complete, I will have 'dist/css/main.css12345 & dist/js/main.js12345' with no 'dist/css/main.css' or 'dist/js/main.js' left in their respective directories.
Thanks in advance for any help!
UPDATE: After experimenting with this, I ended up using grunt-contrib-rename and it works great! I beleieve the same results can be achieved via grunt-contrib-copy, in fact I know it does the same thing. So either will work. As far as support for regex, not sure if both support it, so may be something else worth looking into before choosing one of these plugins :)
Your rename:dist looks like it should do what you want, you just need to move clean:dist to be the first task that runs (so it deletes things from the prior build rather than the current build). The order of tasks is defined by the array on this last line:
grunt.registerTask('default', ['jshint:dev', 'concat:dist', 'less:dist', 'csslint:dist', 'uglify:dist', 'cssmin:dist', 'clean:dist', 'rename:dist']);
That said, I'm not sure why you want this behavior. The more common thing to do is to insert a hash of the file into the filename before the file extension.
The difference between a hash and a timestamp is that the hash value will always be the same so long as the file contents don't change - so if you only change one file, the compiled output for just that file will be different and thus browsers only need to re-downloaded that one file while using cached versions of every other file.
The difference between putting this number before the file extension and after the extension is that a lot of tools (like your IDE) have behavior that changes based on the extension.
For this more standard goal, there are tons of ways to accomplish it but one of the more common is to combine grunt-filerev with grunt-usemin which will create properly named files and also update your HTML file(s) to reference these new file names
I'm not sure to understand completely what end you want, but if you add a var timestamp = new Date().getTime(); at the beginning of your gruntfile and concatenate to your dest param that should do the job.
dest: 'dist/js/main.min.js' + timestamp
Is it what your looking for?
I am working with minko and managed to compile MINKO SDK properly for 3 platforms (Linux, Android, HTML5) and build all tutorials / examples. Moving on to create my own project, I followed the instructions on how to use the existing skeleton project, then using an existing example project.
(I believe there is an error in the skeleton code at this line :
auto sceneManager = SceneManager::create(canvas->context()); //does not compile
where as the example file look like this :
auto sceneManager = SceneManager::create(canvas); //compile and generate binary
I was able to do so by modifying premake5.lua (to include more plugins) and calling script/solution_gmake_gcc.sh
to generate the make solution a week ago. Today, I tried to make a new project in a new folder but calling
script/solution_gmake_gcc.sh and script/clean failed with this error:
minko-master/skel_tut/mycode/premake5.lua:3: attempt to index global 'minko' (a nil value)
Now at premake5.lua line 3 there is this line : minko.project.solution(PROJECT_NAME),
however sine i am not familiar with lua at all, can anyone shed any light on the issue ?
What is supposed to be declared here, why is it failing suddenly... ?
(I can still modify,compile and run the code but i can't for example add more plug-ins)
PS: weirdly enough, the previously 'working' project is also failing at this point.
Thanks.
PROJECT_NAME = path.getname(os.getcwd())
minko.project.application("minko-tutorial-" .. PROJECT_NAME)
files { "src/**.cpp", "src/**.hpp", "asset/**" }
includedirs { "src" }
-- plugins
minko.plugin.enable("sdl")
minko.plugin.enable("assimp")
minko.plugin.enable("jpeg")
minko.plugin.enable("bullet")
minko.plugin.enable("png")
--html overlay
minko.plugin.enable("html-overlay")
Assuming that's indeed your project premake5.lua file (please us the code tags next time), you should have include "script" at the beginning of the file:
https://github.com/aerys/minko/blob/master/skeleton/premake5.lua#L1
If you don't have this line, it will not include script/premake5.lua which is in charge of including the SDK build system files that defines everything inside the minko Lua namespace/table. That's why you get that error.
I think you copy pasted one of the examples/tutorials premake5.lua file instead of modifying the one provided by the skeleton. The premake conf file of the examples/tutorials are different since they are included from the SDK premake files. But your app premake5.lua does the "opposite": it includes the SDK conf files rather than being included by them.
The best practice is to edit your app's copy of the skeleton's premake5.lua (instead of copy/pasting one from the examples/tutorials).
(I believe there is an error in the skeleton code at this line :
That's possible. Our build server doesn't test the skeleton code. That's a mistake we will fix ASAP to make sure it works properly.
script/solution_gmake_gcc.sh and script/clean failed with this error:
minko-master/skel_tut/mycode/premake5.lua:3: attempt to index global 'minko' (a nil value)
Could you copy/paste your premake5.lua file?
Also, what's the value you set for the MINKO_HOME env var? Maybe you've moved the SDK...
Note that instead of setting a global MINKO_HOME env var, you can also set the corresponding LUA constant at the very begining of your premake5.lua file.
I am trying to use teh Twig i18n Extension.
As far as I can tell the file I need is here:
https://github.com/fabpot/Twig-extensions/blob/master/lib/Twig/Extensions/Extension/I18n.php
Now I am not quite sure where to save this file
I have Twig in a folder called includes/lib (/includes/lib/Twig). I see a folder Extension under Twig. Do I save it here?
After I save it, do I need to do a "require_once" to the file or will Twig_Autoloader do the job for me?
I am not using Symfony2
Thanks
Craig
Here is the complete answer that worked for me:
Copy the file in Twig-Verzeichnis (extract i18n.zip in Twig).
For the I18n extension it would be Twig/Extensions/Extension/I18n.php
Eventually add other files requred by I18n. You will see what these are by the error messages that come. I had to add "Twig/Extensions/Node/Trans.php" and "Twig/Extensions/TokenParser/Trans.php".
In your config file add the following:
// Set language to German
putenv('LC_ALL=de_DE');
setlocale(LC_ALL, 'de_DE');
// Specify location of translation tables
bindtextdomain("project_de_DE", "./locale");
// Choose domain
textdomain("projectl_de_DE");
Register the Twig Extension
$twig->addExtension(new Twig_Extensions_Extension_I18n());
Create the directory locale/de_DE/LC_MESSAGES
Create the PO file (the easisest is to have a sample file to start from)
Open the file in a normal text editor (be sure to use utf-8 encoding) and start translating
Open the PO-Datei with PoEdit (www.poedit.net/)
Save to locale/de_DE/LC_MESSAGES (a MO-Datei will be created).
Add the translation to the appropriate places in the Twig-Template with
{% trans 'Text in the original language' %}`
You need to register this extension with Twig:
$twig->addExtension(new Twig_Extensions_Extension_I18n());
If your installation is configured correctly, the autoloader should do the job of including the file. If not, you could include the file manually or make the installation with composer.
It seems the "proper" way to install these extensions without Composer is as follows:
Download a release from https://github.com/fabpot/Twig-extensions/releases
Copy the contents of the lib/ directory somewhere to your project
include the file .../Twig/Extensions/Autoloader.php
Register autoloader: Twig_Extensions_Autoloader::register();
Continue as explained in the doc: http://twig.sensiolabs.org/doc/extensions/i18n.html