Environment:
VS2015 with cordova tools.
Win8.1.
Practise project is WinJS ToDo sample app from web.
Maybe this is just SUE (Stupid User Error) but when I'm adding barcodereader plugin (config editor ui -> using git address) all goes fine and new plugin comes to plugin folder in project tree.
Problem is that I can't seem to find way to use that new plugin at all. I can add <script src=""> tag for plugin's .js-file and it compiles, but when I try actually do something with plugin from code, it isn't recognized at all.
My new love with VS is suffering now...
The problem is that you need a definition for the plugin in order to consume it in a TypeScript project. The usual place to find definitions (commonly defined in d.ts files) is on www.definitelytyped.org. However in this case, the plugin author probably has not defined a TypeScript definition so you won't find it there.
That means you'll need to write one yourself. Think of a d.ts file like a header file in c++. It defines the interfaces and contracts in the library you're consuming. It's really not too hard to write these once you've learned how to do it. Here's one link that might be useful:
https://typescript.codeplex.com/wikipage?title=Writing%20Definition%20%28.d.ts%29%20Files
Hope that helps.
Related
The widgetFile is very useful. Why it it not available in the Yesod library?
I do not always want to use Scaffolding site.
I usually would like a one file quick and dirty solution to test ideas.
The scaffolding make you easier to develop a program instead using a single file. In Foundation.hs and Application.hs you'll find all configurations about auth, static files and also default-layout and widgetFile. You can do it in single file, but is harder and noisy.
If you want to do it in single file install missing deps and copy the widgetFile configuration from Foundation (or Application, i don't remember)
I've been trying to use the Atto plugin template (https://github.com/justinhunt/moodle-atto_newtemplate) to try and create my own Atto plugin. I've made the changes outlined in the README, and got shifter to run via npm. It appears to generate the build folder that matches the other plugins.
I'm able to see the plugin in configuration, and it's showing up in the Atto Toolbar Settings, but, when I pop open a text editor, I don't get an icon, and the console logs moodle-editor_atto-editor: Plugin 'testplugin' could not be found - skipping initialisation
I've found a few references in the docs that shifter is no longer used, and grunt is the new way to go, but I can't find any actual docs on this, and no gruntfile seems to exist anywhere.
Has anyone come across this before? What am I missing?
You will need to run shifter on your YUI code for it to work - the usual way of doing that, for Moodle 2.9 and above is to use grunt - see https://docs.moodle.org/dev/Grunt for more details.
Not sure if this was ever resolved. The template is really helpful and it also comes with lib, db, and version PHP scripts. The string that you use as the plugin name has to be consistent throughout these scripts, as well as in your JS file. By default, it is set to atto_NEWTEMPLATE. Did you perhaps change this string to atto_testplugin in one place but not in all the others?
I'm working on a Typescript project in Visual Studio (2015 Community edition) build server side unit tests using Mocha.
I however read that NodeJS Tools supports running within the VS Test Runner, and even Typescript unit tests. You have to set the TestFramework property of the file to 'Mocha'. The project I'm working on even already has existing tests which this is set for. However I don't get a dropdown option in the GUI to set it, it's just empty:
I'm using NTVS v1.1 (and Typescript 1.7). Am I missing something in my Visual Studio setup? The build type of the test .ts file is also already set to TypeScriptCompile. Perhaps more of a specific VS question than a programming question, but the environment/tools is so programmer's specific that I thought somebody here can help me.
PS Running tests manually each time is driving me crazy, and I bumped into too many problems with using a HTML spec runner which I tried first, because this server side tests (e.g. CommonJS require and import statements that my browser doesn't get) and also because it's TypeScript.
But alternative solutions are also welcome. I'm using grunt and am also experience using Gulp, I'm just hoping for a full solution, not something that'll cost me half a day to script together, debug and document..
Note: I DO get the dropdown to select Mocha Testframework for .js files (after including in VS project), but NOT for .ts files :S.
Hmm... pretty silly, but it seems indeed a GUI issue:
You simply have to type Mocha into the property field yourself manually.
In the case of Typescript there doesn't appear a dropdown (e.g. caret) on hoover in the 'TestFramework' field. My expectation was really fixed on the dropdown' experience beause it DOES do that for Javascript files and in so many other fields in the 'Properties' window.
So a short overview of things to do:
type yourself and make sure you don't type Mohca or something:).
Install Mocha locally
Make sure the BuildAction of the .ts file is set to TypeScriptCompile
I'm off fixing other issues, this Typescript is nice, but the tools and language are evolving too fast for the 'Google-based development' I have to rely too really work well :S.
I know javascript intellisense support trough _referencs.js in vs2012.
At this moment, I am using RequireJS in my frontend, but I think I lost auto-completion supporting in javascript since I started using RequireJS.
I found require.intellisense.js from here, but, unfortunatelly failed with it after several hours and tries.
Is there anyone succeeded in getting auto-completion with RequireJS(version 2.1.2) in vs2012?
I got Intellisense to work inside RequireJS defined modules by following this Code Project article: http://www.codeproject.com/Articles/460836/Making-the-most-out-of-JavaScript-Intellisense-in
The download code is at this link: https://github.com/chrisprice/PropertyFinder-HTML5/zipball/master
The solution that has the working Intellisense is the iPhone solution.
You'll want to download the code referenced in the article and try it out. Between the download code and that article, you should be able to take it from there to implement Intellisense in your own project.
There is a require.intellisense.js file in the source code for the article that is critical to proper operation. I'm not sure who wrote it, but it is different than the one you reference from jrburke.
If you have any follow up questions, I'll be happy to help.
I'd like to ask you for best practices with developing with Liferay SDK.
I have the SDK downloaded, I have Eclipse ready, it works, I can create new portlets and run local Liferay instance to test it.
Here is my situation - all the source code I have is in the Eclipse workspace, currently it is only portlets what I'm working on.
Liferay SDK I have in completely different location than workspace. Let's say ~/dev/liferay_sdk.
Eclipse workspace is located in ~/workspace.
At the beggining, it was not working like that. Eclipse from some reason can't find or use Liferay SDK. When I changed "Project validation" in Eclipse/Liferay configuration to "Ignore" the "Liferay Plugin SDK is not valid", it started to work without problems.
Next problem happend when it comes to need to build a WAR for example.
In the portlet directory in the workspace is present "build.xml" file. But inside it refers to another xml file, which should be located one directory up, and this one refers to more thing in relatively location and so on.
In short, it assumes that you have the portlets etc, inside the Liferay SDK.
Like "~/dev/liferay_sdk/portlets".
My question is, Am I wrong completely, or could you suggest me the best practices with this?
I don't want to mix SDK and the code, it sounds wrong to me.
Thanks for help!
I think, the best practice is still when your portlet projects are located inside the Liferay Plugins SDK directory. That way you can take all the advantages of the Liferay IDE plugin for Eclipse, for example. Because as far as I understand Liferay IDE will not allowed you to have portlet projects in another location. It's pretty easy to import projects to Eclipse from inside the Liferay SDK directory, and that's not problem.
But I also faced the same sort of problem when tried to save portlet project to the Git repository. Possible solutions with symbolic links didn't work correctly on every system. Thus I slightly modified the build.xml file to be able to run ant tasks from any directory. For portlets it was something like that:
<project name="your-portlet" basedir="." default="deploy">
<property file="build.properties" />
<property name="project.dir" value="${liferay.sdk.home}" />
<import file="${project.dir}/build-common-plugin.xml" />
</project>
Notice that you should define property "liferay.sdk.home" in build.properties and it should be path to the Liferay Plugins SDK.
As for other types of Liferay plugins (themes, hooks, etc.) you should import another build file for building that type of plugin. For example, for themes it will be:
<import file="${project.dir}/themes/build-common-theme.xml" />
Hope you'll get the idea. :) But think twice before doing something like that.
Liferay plugins are developed inside the Liferay Plugins SDK, its called SDK for a very good reason.
I don't find anything wrong with the plugins-SDK and the code tied togather, below are few reasons why:
If you see the liferay repository of plugins on github, you would find all the sample portlets and other plugins are stored in their respective folders inside plugins-SDK.
So if you want to develop liferay plugins (with or without IDE), the best practice (the only efficient way I think) is to have the projects created inside the respective folders of plugins SDK like portlet projects inside portlets folder, hook project inside hooks folder etc.
If you have used Liferay IDE when you create a plugin project (Liferay project) in this IDE you specify the SDK and the server runtime and what it does is it creates the project inside your Plugins SDK and copies the .settings, .classpath & .project file inside the project created. It does not create the project inside your workspace as eclipse normally does for other projects.
Hope I have managed explain it clearly and this was what you wanted.
I'm already quite happy with the other answers, this could have been distributed through comments at those, but a separate answer gives some more structuring options:
As Prakash says, it's not really bad to do that. In addition to his answer, you do not need to have your code in the workspace directory. Eclipse is happy to put it anywhere in the filesystem - thus while you work with Eclipse you don't even care where exactly your code is (and as you check it into version control - right? - you actually never need to care.
If you want to use Liferay's OOTB ant scripts: They are geared towards exactly the setup you describe: Work in the SDK directory. It's actually not bad, but if you don't like it, you just have to accept that you can't work with build.xml without changing it (like Artem suggests).
Another option is to use maven - this also bypasses the sdk (and the Liferay IDE integration), so you're again free to put your sourcecode whereever you like and let maven do the rest.
I can imagine some rather esoteric and rare issues with Artem's suggestion (like referring to custom parent themes when you imply some relative position) but I consider that as extremely minor, so if that works for you: Go ahead. Just keep in mind that you don't fulfill the basic assumptions that the SDK makes, so you might have to change things that violate the assumptions. I can't imagine this being too hard if you keep this in mind.
Of course, what you miss with that solution is the neat handling of including build.${username}.properties - you'll have to have your own build.properties that define ${liferay.sdk.home}. If you're not working in a team, that's ok. Otherwise you'll have to invent this yourself (and code it) or rely on global parameters to be configured with every team member.