Why CMake-Tools extensions are not working on code-server? - visual-studio-code

i'm using code-server 4.8.0 on my android phone via termux, and it runs well. But i had a problem when i'm trying to build a C++17 project.
here is the details of my problems:
The extensions asked me for configuring a project when i opened a folder with CMakeLists.txt file. And it configured successfully
when i click the "build" button at the bottom of screen, it only gives me a message like "Activating Extensions" for about 5 seconds. But nothing happend. (It doesn't build the project)
Used C++ Compilers: Clang 15.0.3 aarch64-unknown-linux-android24
Sorry if my english are bad. Since this is my first questions at stackoverflow
I have tried to reinstalling the extensions and using the old version of it. But theres nothing happened.

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Maui Blazor Hybrid - Cannot double click on the exe in the bin folder

I recently installed the preview version of visual studio and created a new .net maui blazor hybrid app.
When debugging the app, a window shows up and everything works just as expected.
However when i go to the bin folder and run the exe that is located there the window does not come up.
In the windows event logs i can see the following:
Exception Info: System.DllNotFoundException: Unable to load DLL 'Microsoft.ui.xaml.dll' or one of its dependencies
And indeed that dll is missing from the bin folder.
What does visual studio do to make this work? How can i just run the exe?
Right now we only support so-called “packaged” apps. Those you need to publish to an MSIX and install in order to run.
We’re working on adding the unpackaged scenario as well, you can track that here: https://github.com/dotnet/maui/issues/3166
While searching for the above issue I noticed a couple of others ones though. According to this and this it might already be possible right now, you might want to try!

Compiler Problems on MAUI RC1

I have an app that I started using the out of the box MAUI project template. I have been running it on both a local Android emulator and a remote Mac emulator. It had been working on both, and then today after running it on Android for a while, I changed the debugger to use the Mac emulator. It immediately refused to compile, and listed every Android class reference as "type or namespace [blah] could not be found". After playing with several things, I found that if I commented out the "using Java.Net" on the default MainPage.xaml.cs, all of the compiler errors went away. If I uncomment it again, then all 20 something compiler errors show up again. This is the out of the box MainPage.xaml that came with the project template, plus one click event handler that I added - is there some known issue here?
As I said, it was working fine for nearly two weeks, and then just went bananas on me today. Haven't added any nuget packages or anything like that - just been writing code.
Thanks.
You've described the issue in your question:
using "Java.Net" on the default MainPage.xaml.cs.
That won't compile for any platform except Android.
It doesn't exist on the default MainPage.xaml.cs (which you could have verified by creating a new project).
My recommendation: Start over with a fresh project. Add again whatever you added, and see if that using appears again. If it does, you've added something Android specific. Which doesn't make sense, on a cross-platform page.
If using does appear again, and you don't understand why, then add to your question the exact code which, when added to page, causes using Java.net; to appear.
If you were following some example, also add a link to the example web page.
UPDATE
I have a theory about how that using got there:
I bet you added a reference to some class which exists in Java.net namespace.
So Visual Studio gave you an option to add a "using".
If that happens again, and a "using" mentions Android or Java, DON'T add the using, UNLESS you are in a file inside your project's Platforms/Android folder.
Some class names exist both in an Android or Java namespace, and in a .Net or Maui namespace. In cross-platform code, pick the cross-platform using, not the platform-specific one. If they are in different namespaces, they are different classes - even if the names are the same.

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I'm developing an app which includes a Finder Sync Extension, but now the extension won't run. For example, when I click "Customize Toolbar..." the toolbar button from my extension is not present. In system preferences the app extension is shown and I have checked the checkbox to enable it. I just tested a build from last week and it works fine, so I've broken something in the past week. Specifically it seems that when I broke up the code into modules (by adding new projects to the workspace and including them as embedded binaries) this problem began. The extension used to import a module, but in an effort to debug this I have now copied and pasted all shared code into the extension so that it doesn't depend on any other frameworks, but it still doesn't work. So the situation right now is that I have a Finder Sync Extension which has no dependencies on any other frameworks, and which won't run whether I run the app from a code-signed build or whether I run it directly from Xcode. Can anyone suggest what might be causing this? When I say that the extension won't run, I mean that when I run it from Xcode the console never logs anything, and when I run the app from a compiled build the Finder extension is not visible. I have tried deleting various folders from ~/Library/Containers but that did not help. As I said, a previous build currently works fine, so there is something that I did to the project's settings which is causing this. Thanks in advance.

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I'm trying to get VSCode working with my Unity projects, and every time I select the Project icon (the little fire at the bottom) I get the following error:
Error: Failed to connect to OmniSharp
Is anyone else getting this?
You need to download the most recent version of "mono". Open up terminal and pass in brew install mono. Then "Pick a project" and select the ..-csharp.sln file and you should be up and running.
Ok, made some progress and gotten a few Unity projects working. It seems that you need some prerequisites installed, a clean up of your Unity project folder, and possibly some hand editing of your .sln and .csproj files.
I posted a (possibly) better answer over on Reddit. Hope that's not breaking stack etiquitte.
http://www.reddit.com/r/Unity3D/comments/34d6gc/visual_studio_for_mac_help_us_vote_for_unity/
i get this on windows when my project directory has a space in it
i removed the space and removed the error
i expect it will be fixed soom
I have a completely different answer: it's the runtime that VSCode is using. It doesn't match up with what it thinks it needs. I have to remember that we're still in beta and that things are changing rapidly. I had my dnvm running beta 7, but VSCode (and OmniSharp, by extension) is looking for beta 6, so it was failing. I updated my runtime using this this post as a clue. Now I have VSCode 0.7.0 using the beta 6 runtime. I have no idea how to tell what it's looking for...I just guessed based on when they were both released. HTH

Why can I not compile TypeScript anymore?

I'm doing some web development and I did a commit & sync via GitHub's Mac GUI, then I installed some Mac updates that required a restart (I don't know what the updates were). When I opened my project in PHPStorm again, I found this error when I tried compiling my TypeScript:
/usr/local/bin/tsc
env: node: No such file or directory
I know the compilation was working before. My web application had no issues. This question deals specifically with me being able to do this yesterday, with no changes to the FileWatcher configuration.
I have my TypeScript Compiler in usr/local/bin/tsc (which I have checked as a valid path to a typescript compiler alias). When I click on the alias, It opens a terminal window and runs typescript, so I know it's there. PHPStorm also complains if I try to change the file path, saying I must pick a valid executable.
I modified my Environment Variables on the advice of Dan Clark's site but that hasn't changed anything. I don't have the reputation to upload a photo of my File Watchers Dialog.
Does anyone know why I am getting this error, and how it can be fixed? I mention GitHub because that's the last thing I did before things stopped working: a commit & sync, then a restart to install some Mac updates.
Both which node and which tsc point in the right direction. Just tsc also works.
My solution was to use the directory of the actual TypeScript compiler at /usr/local/lib/node_modules/typescript/bin/tsc
instead of
/usr/local/bin/tsc, which is the alias.
That lets me compile using the FileWatcher.
As for why this happened, it's still a mystery to me.