deployment from vercel platform using git import - deployment

I'm trying to deploy a create-react-app using vercel. I'm doing this by importing the git repository for the page. however, during the deployment process, it keeps throwing this error
[12:35:15.381] Cloning github.com/sirEmmyUche/link-shortener (Branch: main, Commit: 705a378)
[12:35:16.067] Cloning completed: 685.351ms
[12:35:16.299] Looking up build cache...
[12:35:16.431] Build Cache not found
[12:35:16.479] Running "vercel build"
[12:35:17.121] Vercel CLI 28.4.4
Error
[12:35:17.471] sh: react-scripts: command not found
[12:35:17.494] Error: Command "react-scripts build" exited with 127
The error message are the two last line of text under the error. please how do I fix this?

Related

Vercel Build Through Github Fails But Works Through Vercel --prod [duplicate]

This question already has answers here:
Cannot find module or type declarations while it works in local build
(3 answers)
Closed 7 months ago.
I have my github repo connected to my vercel build for my next.js project, and it auto builds whenever I push to the repo. However, I get this error whenever the Github-deployment builds:
ModuleNotFoundError: Module not found: Error: Can't resolve '../components_nt/tracking/formContent' in '/vercel/path0/pages'
Build error occurred
Error: > Build failed because of webpack errors
at /vercel/path0/node_modules/next/dist/build/index.js:390:19
at async Span.traceAsyncFn (/vercel/path0/node_modules/next/dist/telemetry/trace/trace.js:60:20)
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.
Error: Command "yarn run build" exited with 1
I have tried redeploying, reinstalling my next and node_modules, and clearing the build cache. None of these work for the GitHub way.
However, for some odd reason, if I run vercel --prod then it builds properly and works, but I don't know why. I would appreciate doing the Github way as it is less hassle and more streamlined.
Has anyone else ever experienced this issue? Would really appreciate any help!
Turns out I needed to clear the git cache. Quite a interesting error with a simple fix

Salesforce SFDX deploy source from visual studio code to organization error

That Error occurs when deploy source code from visual studio code to my organization.
Starting SFDX: Deploy Source to Org
sfdx force:source:deploy --sourcepath ../../ --json --loglevel fatal
sfdx force:source:deploy --sourcepath ../../ --json --loglevel fatal
Error: read ECONNRESET
It not always meet that error, but very often.
How to fix it.
I read and found some idea about reason, like because my internet problem. But don't know how to fix it.

Codemagic or Fastlane failing while exporting archive for iOS in Flutter projects

Problem
For flutter projects when trying to do CI via Fastlane or Code magic getting an error.
Error(s)
Unable to export archive: 2019-07-19 06:35:19.256
xcodebuild[3381:21183] [MT] IDEDistribution: -[IDEDistributionLogging
_createLoggingBundleAtPath:]: Created bundle at path '/var/folders/r7/d9twdq011sb8d3q1p8f39cdr0000gn/T/Runner_2019-07-19_06-35-19.252.xcdistributionlogs'.
error: exportArchive: Symbols tool failed Error
Domain=IDEFoundationErrorDomain Code=1 "Symbols tool failed"
UserInfo={NSLocalizedDescription=Symbols tool failed} ** EXPORT FAILED
**
Some Extra Detail(s)
This issue is coming with recent master commits in Flutter git.
When using Flutter stable git branch we don't have this issue.
Had the same issue. Running pod install solved on my side. I'm using local Fastlane on flutter beta channel.

Gulp watch shows a lot of eslint errors. Which dependencies are missing?

I made a git clone app Ionic 1 made with Generator-M-Ionic
I've done the following steps to install the dependencies:
npm install
bower install
npm install --global gulp-cli
And the prerequisites of the generator itself:
npm i -g yo gulp bower
npm i -g generator-m-ionic
After that the command
gulp watch
The terminal performs normal
[13:58:09] Starting 'jsonlint'...
[13:58:10] Finished 'watch' after 191 ms
[Browsersync] Access URLs:
----------------------------------------
Local: http://localhost:3000
External: http://192.168.100.235:3000
----------------------------------------
UI: http://localhost:3001
UI External: http://192.168.100.235:3001
----------------------------------------
[Browsersync] Serving files from: app
[Browsersync] Serving files from: .tmp
[13:58:10] Finished 'jsonlint' after 488 ms
But several errors like this below appear later in the terminal and my browser only opens an empty screen.
app/main/controllers/logoutCtrl.js
2:1 error "SocialWaveApp" is not defined no-undef
3:3 warning Unexpected console statement no-console
4:3 error "mixpanel" is not defined no-undef
8:9 error "hideSheet" is defined but never used no-unused-vars
13:32 error "index" is defined but never used no-unused-vars
17:9 error "mixpanel" is not defined no-undef
22:9 warning Unexpected console statement no-console
30:11 error "facebookConnectPlugin" is not defined no-undef
34:13 warning Unexpected console statement no-console
How to find out what are the dependencies and what is missing?
The problem was with some dependencies like fserve which only runs on Mac, so the solution was move to a macbook, now the app work.
The eslint errors only show that my project is not using the JS guide lines.

Installing Spritebuilder from source

I am trying to install spritebuilder but since it is no longer on the app store I have to do it through github. I ran the following code from the readme file on github.
git clone https://github.com/apportable/SpriteBuilder
cd SpriteBuilder
git submodule update --init --recursive
cd scripts
./build_distribution.py --version 1.x
but it keeps returning the error:
Testing failed:
Error: There is no SDK with the name or path '/Users/username/SpriteBuilder/scripts/SpriteBuilder/SpriteBuilder/macosx10.9'
** TEST FAILED **
The following build commands failed:
Check dependencies
(1 failure)
Am I doing something wrong? I went into the build folder despite the error and the .app is not able to be opened, saying it may be incomplete or corrupt.
I found a workaround by downloading Spritebuilder from a mirror hosting site.