visual-studio-code: Howto executeCommand<T>(command: string, ...rest: any[]): Thenable<T> - node.js

I try to figure out how to implement a visual studio code extension. (Based on the "Hello World!" example.)
I want to do the following:
Execute an example.cmd file in the editor in a node.js child_process (that works)
But prior to that, automatically save the file to activate the latest changes (thats the problem)
At https://code.visualstudio.com/Docs/extensionAPI/vscode-api there is description of visual studio code api.
This is the command I think to be used:
executeCommand<T>(command: string, ...rest: any[]): Thenable<T>
What I need:
The file save is asynchronous. E.g. there may show up a File Save Dialog. The user may save properly or cancel it. I need to wait til end of the user action, then in case of succeess call my command prompt.
In my code:
let disposable = vscode.commands.registerCommand('extension.sayHello', () => {
....
var retval =
vscode.commands.executeCommand('workbench.action.files.save')
.then(function(result)
{
// It should wait til end of user action,
// But it never reach here
myOutputChannel.append('workbench.action.files.save:' + result + '\n');
});
// and immediately runs the child process code below
....
});
What happens:
It runs through the code, don't wait, don't save, process the non existing file, reports an error, exit function. After all the File Save Dialog appears. :(
Can anyone give me a hint whats wrong? Is this a bug of visual studio code? Or what I am doing wrong? I am new to node.js . I guess, I didn't get how to use Thenable<T> properly?

Here's a short snippet on how to properly save the file:
let editor = vscode.window.activeTextEditor;
if (!editor) {
return;
}
let doc = editor.document;
await editor.document.save();

Related

Why would node.js not close a file after writing with writeFileSync?

(OS=Windows) I was having issues with power failures while processing very large files. If the power went out, then my log file would be all zeros (NUL NUL NUL...). So, I wrote a couple lines to save the progress every 50K lines, so that in the event of a power failure I can then restart from the last successful line.
toggle = toggle ^ 1
fs.writeFileSync(`progress${toggle}.txt`, progress)
Toggle alternates between 1 and 0. This way, if the power happens to go out while progress1.txt is being saved, I will still have progress0.txt. And vice-versa. I tested this and it works correctly. It toggles between the two files and saves progress. Then, after the power went out, I checked and BOTH progress files were all NULs. Not just one script, but all the scripts had their progress files overwritten with NULs.
According to my research this happens when a computer is suddenly shut off while writing to a file. How is it possible that both files could be open at the same time? In order for progress1 to be open, writeFileSync would have to save and close progress0 and then process another 50K lines since everything is being done sync style. There should be no way for both to open at the same time.
Thank you.
EDIT I was asked if I can show how writeFileSync is being called. Here is the basic program structure:
var module = {
finish_cb: null,
toggle: 0,
progress: 0,
start_batch: function () {
this.toggle = this.toggle ^ 1
fs.writeFileSync(`progress${toggle}.txt`, this.progress)
},
process_batch: function () {
while (STILL PROCESSING) {
// DO BATCH THINGS
// THIS WILL TAKE 10-20 seconds to complete
}
this.progress++
this.finish_cb()
}
}
module.finish_cb = finish
module.start_batch()
module.process_batch()
function finish () {
if (ALL DONE) {
console.log('All done!')
} else {
module.start_batch()
module.process_batch()
}
}

How to debug chrome extension at such part of code?

The code below is the JavaScript file works with popup.html from a small project.
I use it for chrome extension development learning.
The first part of this code piece is getting two variable from chrome storage, let's call it part1.
The second part is a button-click event function,Let's call it part2.
The button is on popup page and called "spend".
In part2, I can set a breakpoint2 on chrome debugger DevTools,when I click the button on popup page, it will stop at breakpoint2.
But when I place a Breakpoint1 at part1,the code will not stop at that line, even I add one more line "debugger;", the program will not stop there.
So my problem is how to make the debugger stop at places like breakpoint1?
The source code for the extension:https://drive.google.com/file/d/1odxJy9pGnovzox2yXH-6MDO03_T7QIDE/view?usp=sharing
//popup.js
$(function(){
chrome.storage.sync.get(['total','limit'],function(budget){
//Breakpoint1
$('#total').text(budget.total);
$('#limit').text(budget.limit);
});
$('#spendAmount').click(function(){
//Breakpoint2
chrome.storage.sync.get(['total', 'limit'],function(budget){
var newTotal = 0;
if (budget.total){
newTotal += parseInt(budget.total);
}
var amount = $('#amount').val();
if (amount){
newTotal += parseInt(amount);
}
chrome.storage.sync.set({'total': newTotal}, function(){
bla();
bla();
}
});
$('#total').text(newTotal);
$('#amount').val('');
});
});
});
Any assistance is highly appreciated,Thanks in advance.

How to enable user to re-entry(or) reuse the same dialog in MFC

I'm currently doing a FTP download using MFC. Is a very simple program which takes 2 inputs from user and click a download button in order to download from server. Everything is fine and im able to download it from. But i realized this program can only be executed once. Either successful or fail user has to open the .exe again to download another file. I'm a beginner in C&C++ with a simple knowledge i put OnInitDialog() at the last line of the download function hopping it will loop back and initialize again. Of course it doesn't work. Below are my current codes for the download button
BOOL CFTPDOWNLOADDlg::Log_In(char* path, char* ID, char* password {
m_pFtpConnection = NULL;
try{
// path
// ID
// password
m_pFtpConnection = m_Session.GetFtpConnection(path,
ID,password,INTERNET_INVALID_PORT_NUMBER);
}
catch(CInternetException *pEx){
pEx->ReportError(MB_ICONEXCLAMATION);
m_pFtpConnection = NULL;
pEx->Delete();
return FALSE;
}
return TRUE;
}
BOOL CFTPDOWNLOADDlg::Download(){
m_Edit3.SetWindowText("Downloading..");
m_Session.EnableStatusCallback(TRUE);
if(m_pFtpConnection->GetFile(serv_Loc,host_Loc,
FALSE,FILE_ATTRIBUTE_NORMAL,FTP_TRANSFER_TYPE_BINARY,1) != 0){
MessageBox("Download Complete");
m_Edit3.SetWindowText("");}
else{
MessageBox("Download Fail");
return FALSE;
}
// Log_out Session
m_Session.Close();
m_pFtpConnection->Close();
if(m_pFtpConnection!=NULL) delete m_pFtpConnection;
else MessageBox("Download Complete");
return TRUE;
}
BOOL CFTPDOWNLOADDlg::get_Path(){
...
...
...
sprintf(serv_Loc,"soft\\%s\\%d\\%s.zip",s_No,r_Number,r_No);
sprintf(host_Loc,"%s\\%s.zip",buff2,r_No);
return TRUE;
}
void CFTPDOWNLOADDlg::OnCancel() {
// Log_out Session
m_Session.Close();
m_pFtpConnection->Close();
if(m_pFtpConnection!=NULL)
delete m_pFtpConnection;
CDialog::OnCancel();
}
void CFTPDOWNLOADDlg::OnDLButton() {
//get path from user input
get_Path();
// start download
Download();
}
I've tried to search online, i couldn't find anything which is close. Sorry for my poor explanation.
Thank you in advance for your kindness in replying
Here is what you need to do:
You should make CInternetSession m_Session; a member of your CWinApp-derived class.
You should call m_Session.Close() in ExitInstance() method of your CWinApp-derived class.
In your CDialog-derived class you should only deal with CFtpConnection related stuff. So when user clicks on Download button you should call GetFtpConnection() and initialize your m_pFtpConnection and do the rest. When download/upload is done call m_pFtpConnection->Close(); and delete m_pFtpConnection;
Please also use CString instead of char*. There are lots of benefits like automatic UNICODE support, etc.
Please also consider using CString::Format() method instead of sprintf().
You should also consider using threads to perform upload/download tasks in a separate worker thread. Use AfxBeginThread() to start the thread. This way you'll not affect Windows message pump that is a part of main application (GUI) thread. So your GUI wont lock up while you uploading/downloading files.

Performing Operations while Closing NodeJS

I have a Firebase Connection in nodejs that pushes data to a url while the connection is persistent, when it closes, I want to remove that data (think, I push "hey I'm here", and when I leave, the text disappears)
I made a "runnable" that shows an example of it:
http://web-f6176e84-c073-416f-93af-62a9a9fbfabd.runnable.com
basically, hit "ctrl + c" and it prints out "trying to remove reference" but never actually deletes the data ( the documents say that remove() is equivalent to set(null) which it basically sets the data to null, and since it's null, the entire element should be gone.)
However it's not removing it, I don't see the data ever "disappear". (I'm using a temp Firebase URL, you should be able to duplicate with any URL you can access if this url stops existing).
this is the code I'm using.
var FB_URL = 'https://cuhiqgro1t3.firebaseio-demo.com/test_code';
var Firebase = require('firebase');
var myRootRef = new Firebase(FB_URL);
console.log("created Firebase URL");
process.stdin.resume(); //so the program will not close instantly
function delete_fb_entries() {
return function() {
console.log("Trying to remove reference");
myRootRef.remove();
process.exit();
}
}
//do something when app is closing
process.on('exit', delete_fb_entries());
//catches ctrl+c event
process.on('SIGINT', delete_fb_entries());
//catches uncaught exceptions
process.on('uncaughtException', delete_fb_entries());
EDIT: Additional Information as to the "why", I push my local IP address out to my Firebase URL cause I'm lazy and it's easier to just have a webpage setup I can always access that will show the url of particular devices (and I know using the routers tables would be easier), I actually also have other purposes for this usage as well (if I happen to be inside my network, I can just select a particular device from my webpage and access the data I need, either way, it works, but I just can't get it to remove itself correctly, this used to work at one point in time I believe, so I can only assume the API has changed or something).
EDIT 2: OK removed process.exit() as suggested, and the runnable seemed to delete the data in question, I tried it on my local data (and after some cleaning up and commenting out), it removed the data, however when I hit Ctrl + C it no longer exits the program.....so yay.
I need to figure out if "process.exit()" is necessary or unnecessary at this point.
Edit 3: Ok so I need to use process.exit (as far as I can tell, Ctrl + C no longer exits the program, I have to ctrl + Z, and reboot). I tried adding it right after, but I realized that removing a firebase element is not a synchronus operation, so when I close it I tried (the next attempt) was to use the on complete handler for the remove function (so remove(onComplete), and then adding the process.exit() to the onComplete function).
So finally it looks like this and it seems to be working with my application
var FB_URL = 'https://cuhiqgro1t3.firebaseio-demo.com/test_code';
var Firebase = require('firebase');
var myRootRef = new Firebase(FB_URL);
console.log("created Firebase URL");
function onComplete() {
process.exit();
]
process.stdin.resume(); //so the program will not close instantly
function delete_fb_entries() {
return function() {
console.log("Trying to remove reference");
myRootRef.remove(onComplete);
}
}
//do something when app is closing
process.on('exit', delete_fb_entries());
//catches ctrl+c event
process.on('SIGINT', delete_fb_entries());
//catches uncaught exceptions
process.on('uncaughtException', delete_fb_entries());
EDIT 4: In response to comments below, So I tried modifying a simple program to be the following:
function delete_fb_entries (){
return function () {
console.log("I should quit soon");
}
}
process.stdin.resume(); //so the program will not close instantly
//catches ctrl+c event
process.on('SIGINT', delete_fb_entries());
My program never exited. I don't understand why node would not close in this case, changing to add a process.exit() after the console.log causes nodejs to quit. This is not an async function, so why is it not exiting in this case? (Is this a bug, or a misunderstanding of how this works by me?)
You cannot perform asynchronous operations in a process's exit event handler, only synchronous operations, since the process is exited once all exit event handlers have been executed.

Chrome extension delay condition

I have created a chrome extension which does something after its button is clicked.
However I dont want it be abused so I need the its code to be executed after some time.
How can I surround this code with a timeout in order to achieve this?
Thank you for reading me!
chrome.tabs.getSelected(null,function(tab) {
var Mp=tab.url.substring(0,23);
if(Mp=='https://www.example.com')
{
onWindowLoad();
chrome.extension.onMessage.addListener(function(request, sender) {
if (request.action == "getSource")
{
...Working here
}
});
}
else
{
message.innerHTML='<span style="color: #f00">This is not a valid page</span>';
}
});
function onWindowLoad()
{
var message = document.querySelector('#message');
chrome.tabs.executeScript(null, {file: "getPagesSource.js"});
}
I had to make a compromise so just after the getSelected I added the following line:
chrome.browserAction.disable(tab.Id);
It disables the action button thus it cant be clicked while the script sends the data to the server, as with this extension I grab the tab url in order to store it in my database.
After the ajax response and adding the following
if(xhr.readyState==4)
{
message.innerHTML=xhr.responseText;
chrome.browserAction.enable(tab.Id); /////<---THAT LINE
}
the button gets ready again to be clicked.
I couldnt find the way to add a specific delay in seconds, this way seems stupid but its working, as the response's delay from my server is enough for switching the 2 states of the action button.
With this, however another problem came up, which Ill write in different question.

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