Orchard: I enable the code generation but its not working - orchardcms

I use latest version of Orchard
I enable codegen with two mode: Command-line or UI
however I got the succeed message : codegen was enabled
but when I want to create module such as: codegen module MyModule
I encountering with this message:error executing command "codegen module MyModule"
No command found matching arguments "codegen module MyModule"
?

I had this same issue. I am running version 1.10.1 from a fork of the git repo.
You might have to blow away your database if you attempted to install it already and it is in an inconsistent state. If this is not an option you will need to manually remove it from the db and potentially a manifest file, I can't guide you on that.
Ensure you have run the application and completed initial setup (cooked a recipe).
Close visual studio and any other applications that might have a file lock in your Orchard.Web directory.
Run the orchard command line tool ...\Orchard\src\Orchard.Web\bin\orchard.exe then call feature enable Orchard.CodeGeneration
Ensure the codegen commands appear when you type help commands to confirm successful install.

Related

How do I run and debug NodeJS projects from Visual Studio through a set of scripts instead of "npm start"?

Using Visual Studio 2019, I have downloaded all the dependencies needed to run NodeJS scripts and all works well. I can only run each .js script from VS (Ctrl+F5), but I want to know whether its possible to run a series of scripts like I would normally do via command prompt using npm start, but in real-time through VS? It's very important to me that I do not modify any script file in order to make this work, but rather let VS do the job instead of npm start, if It's possible at all.
I already have a project setup which I can successfully run via command prompt with npm start, but can I run and debug it with VS?
My main goal is to get any console output and even use breakpoints, aka. properly debug my code.
Actually, in VS IDE, there is a default node js project template that Microsoft provided.
You only have to install the workload Node.js development on the vs_installer so that you can use that template.
I think you should create such project template which follows the rule of VS IDE with node.js. And then migrate your old project's content into this new project.
Note: in this project, there is no such easy way to start several js files at the same time unless you nest nested js methods in the starting js file. And other types of projects do the same.
If you want to debug other js files, you only need to right-click on the file on the Solution Explorer. Every time switch like this, you can debug other js files.
You do not have to use npm start in this way and just click Debug to debug the project.
I am not sure about Visual studio, but you can debug on Visual Studio Code.
you can debug from run menu.

How to make a Nodejs distributable command line application

I'm making a command line application with commander, inquirer and nightwatch as top dependencies. The main purpose of the app is for automation and testing.. Is there any way i can make this distributable instead of publishing it as npm package. I want the same functionality as those cli made with python, where it can be setup, and run on a target machine. is this possible? Thank you
Here are two open source projects (PKG and Nexe) that enable you to package your Node.js project into an executable:
https://github.com/zeit/pkg/blob/master/README.md
Or
https://github.com/nexe/nexe/blob/dev/README.md
You can use either one to make an executable of your project.

Can i change a file located in a module under node_modules folder

Is it possible for me to make changes in a file of a module under node_modules directory (by SSHing to that stage unix box) and expect the UI to reflect the changes just be restarting that app on that box? Without having to rebuild?
Yes it would work but I wouldn't recommend it, it would be better to fork the module and publish your own version of it to npm with the npm publish command and use your custom module instead. If it is a bug fix, do the above but issue a pull request while trying to honor the contribution guidelines.
That is unless you are using a bundling tool that minifies and compiles the js modules to one file, in this case you would have to rebuild with the bundling tool you are using such as webpack, a grunt script etc.

TeamCity WindowsAzure.targets causing errors in deployment

We are currently trying to setup an Angular 2 project that also contains a Cloud Service project in its solution. We have set up numerous Angular 1 projects containing Cloud Service projects and have had no errors. When trying to run the MSBuild step for the Angular 2 project, we get the following error on the TeamCity build server:
C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v14.0\Windows Azure Tools\2.7\Microsoft.WindowsAzure.targets(2787, 5): error MSB3021: Unable to copy file "C:\TeamCityBuildAgent\temp\buildTmp\.NETFramework,Version=v4.6.1.AssemblyAttributes.cs" to "C:\SourceControlFolder\Apps\MyApp\MyApp.CloudDeployment\obj\Debug\Website\C:\TeamCityBuildAgent\temp\buildTmp\.NETFramework,Version=v4.6.1.AssemblyAttributes.cs". The given path's format is not supported.
The main problem seems to be the build attempting to throw the full C:\TeamCityBuildAgent.. path into the obj\Debug\Website folder.
My current MSBuild parameters are:
/p:Configuration="Dev"
/p:platform="Any CPU"
/p:OctoPackEnforceAddingFiles=true
/p:OctoPackProjectName=MyApp_Dev
I've tried the following solutions:
Making sure the latest Visual Studio Update is installed (for MSBuild)
Running the install tool to repair Azure Tools 2.7 on the build server.
Changing the debug configuration in the build.
Ensuring TypeScript 1.7.6 is installed on the build server (even though it's an Azure.targets issue) [https://github.com/Microsoft/TypeScript/issues/6215]
Updated the project to Azure Tools 2.9. The same error remains except it's failing on the 2.9 folder instead now.
Curious if anyone else has experienced this error and knows a fix. I'll keep this post updated as I try other solutions.
Update
It appears that what is causing this issue is this line within the .csproj file:
<FilesToIncludeForPublish>AllFilesInProjectFolder</FilesToIncludeForPublish>
This is specified for our build configurations to copy all files generated by the ng build to the output directory of the publish. What I don't understand at the moment is how this works on all of the devs' local machines but does not work on our build server. Will keep this posted as I find more info or any kind of workaround.
This ended up being the fix:
Instead of targeting the .sln in MSBuild, we specifically targeted the .csproj file. This fixed the build errors and allowed us to keep the FilesToIncludeForPublish tag inside.

How to do a dojo build using nodejs?

I'm currently using the dojotoolkit and its build system.
I read the new build tutorial for 1.8 at http://dojotoolkit.org/documentation/tutorials/1.8/build/.
In the tutorial it mentions that you can speed up your build by using nodejs.
The build tool itself relies on Java (and, optionally, Node.js for even faster builds), so make sure that have you that installed as well.
But it fails to mention how to do this. Anyone know how this works?
I normally run it like this:
> node dojo/dojo.js load=build --profile myprofile.profile.js --release
This would build a release for the profile contained in myprofile.profile.js. It assumes you are in a directory, which contains both dojo and util as sub-directories. It also assumes that the path to node is set correctly.
If node is not configured in the path variable, you will need to use the full path to node:
> <path to node here> dojo/dojo.js load=build --profile myprofile.profile.js --release
On windows the path is normally C:\Program Files\nodejs\ but you might have to configure it as C:\PROGRA~1\nodejs\ to get it working.
Windows Notes:
The build scripts do not work with Node on Windows (except using Cygwin). If you are using Windows you can get it to work via the following patch:
Windows Patch
Use the attached node-win.patch file to edit the files: util/build/main.js and util/build/transforms/writeOptimized.js. The patch has worked for me 100% of the time and it a simple matter editing a few lines of code.
I've personally found the alternative to Node, using Rhino, useless. It always fails to detect the build paths correctly, no-matter what I set basePath to. I would strongly advise using Node over Rhino as it is more reliable and easier to setup.
The buildscript util/buildscripts/build.sh checks if node is in your path and if so uses it.
This is currently not working under Windows (http://bugs.dojotoolkit.org/ticket/15413).

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