Everytime I open a folder or create a workspace, VS Code automatically generates a ".dist" folder and it has been bugging me for quite a long time now and I still do not understand why it even exits in the first place.
It does not seem like there is any problem in deleting the folder.
For me, it is just some bloat that automatically generates when said conditions are met.
I would really like to find if there is a setting which I can toggle ON that disables the auto-generation of the ".dist" folder.
This is due to an extension you have installed which makes it to help with compliling or running. Sass/Less/Typescript/Jade/Pug Compile Hero Plugin is probably the extension that does this.
Related
(Currently using VS Code on macOS Monterey, mostly for React and JavaScript.)
When I used to import a component at the top of my file, Vs Code would suggest the path of the file. I would simply press enter or click on the suggestion and VS Code would fill in the rest. Seems to me like a standard feature of VS Code, and I've grown pretty accustomed to it.
Now, it doesn't suggest anything. I'll type out a file that exists in the project, and nothing appears. I've tried it with several projects, and none of them suggest anything anymore — when just last week it was working fine.
trying to import
One thing... I have a lingering suspicion that it's from doing this:
npm i #types/react -g
A friend recommended I add it. With it, you can declare a component in your project and VS Code will auto import it. Really, it's the only thing I can remember changing since this strange behavior with VS Code started, but I'm not positive. Just a suspicion. I've tried to remove it, but it didn't fix anything.
I've done a bunch of stuff found on stackoverflow already with no improvements:
adding to setting.json, like this, or this
even deleted VS Code w/ extensions
I am having an issue in Unity where every time I launch the editor it asks me to enter in safe mode because there are a lot of errors and when I press ignore it launches and I can see in the console a lot of errors with the UI and I found out that I cant create UI elements directly in the hierarchy. I tried to update from 2020.3.13f1 to 2020.3.14f1 and for the first launch everything was fine, with no errors, and I could create UI elements but then when I restarted to make sure everything was actually fine, all the errors popped up again and I cant create UI. Why does this happen and does anyone have a fix because I can't find it anywhere online.
Try not to enter Safe Mode. Enter the editable project. There go to Assets-Reimport All.
It did it to me too, it's probably a Unity bug, this method fixes it. Practically it reimports the whole project by itself, avoiding that the bug gives you problems (such as those like UnityEngine.UI does not exist or Monobehavior does not exist, etc.)
Obviously you will not lose any assets and everything will be fine as before receiving the errors.
Have this issue with any template 2020+ versions
Always shows 2 empty errors on console at first run ,even on an empty project
Will try to install 2019 and hopefully work again
in my case some side app ran caused some error in the installation of Unity.
Nothing amid aboves helped.
Thus I decided to fully reinstall it from scratch to default one.
Now it worksok. But before that . To wipe out the Unity thorowly you need in:
uninstalling Unity and UnityHub in windows' settings
remove all related/remained folders in "C:\Program Files"
remove related/remained folders in "C:\Users\myname\AppData\Local "
in Register Editor go to clean unity like folders in "Computer\HKEY_CURRENT_USER\SOFTWARE"
optionally, remove sample projects in "C:\Users\myname"
You're very likely simply opening the wrong folder, it's a common mistake
Or, you have possibly moved around the folders that you cannot move
Also - it's a nuisance but it's best to install the "hub"
Every time I look for a file using the files finder console the file does not show up as a result of the search despite its existence in the project.
At certain point this feature was working but I may have change some configuration in Rubymine involuntary. Any help it's welcome!
That's a known issue already fixed: https://youtrack.jetbrains.com/issue/IDEA-266391
Builds with the fix will be added to that issue so you can follow it.
As a workaround, please try invoking File - Invalidate Caches (still the issue might come back).
Pretty much what the title says. For whatever reason projectile-invalidate-cache does not remove dead files from projectile's cache, or at least not from the results it presents me. I am using Spacemacs, an extension of Emacs, but I believe this issue is specific to projectile.
Restarting the editor does not fix the issue.
One thing to try would be to make sure you are running projectile-invalidate-cache from the project you want to clear out files for (i.e., from a buffer that is visiting a file in that project. From the docs for projectile-invalidate-cache:
Remove the current project's files from `projectile-projects-cache'.
Note it is supposed to work only for the "current project".
However, I have also not had much luck with this command (potentially this is me not using the command correctly). What I often end up doing is deleting the actual cache file (in my case this is ~/.emacs.d/projectile.cache. I have not noticed any negative effects of this, and your cache will be rebuilt without the deleted files next time you use projectile.
If your project is a git project, try to commit your change. It works for me.
Actually the correct path of projectile.cache file to be removed is: ~/.emacs.d/.cache/projectile.cache
I installed through MELPA, and deleting ~/.emacs.d/projectile-bookmarks.eld did the trick for me.
I am having a difficulty while attempting to debug some code in grails. It is difficult to put into text, so I have posted a screencast showing exactly what the problem is here. In short, while I am debugging the debugger starts jumping from place to place and not following the program logic I have in place. The only other similar question I have found is a year old, had no solution, and can be found here.
The best guess I have so far is that the debugger is displaying the text I have typed in, but is actually executing an older version of the class file which it has cached somewhere. Therefore, I tried:
cleaning the project
manually deleting all of the class files from the target folder and from the target-eclipse folder
Searching my entire hdd for additional files with similar names
removing my project from the workspace and re-adding it
closing and reopening the IDE
grails refresh-dependencies
Importing the project into a new IDE (I was using GGTS, I switched to IntelliJ)
None of those solutions had any effect. I realized that the issue was in a .groovy file, and I was writing almost pure Java, so I deleted the .groovy file, and re-created the class in a .java file. That solved my problem. Unfortunately I am having the problem again, and this time it is in a controller that heavily relies on the grails framework, so that solution is not an option. Other than also being in a .groovy file, another similarity is that the code breaks on an if statement.
My next steps:
Verify that the application is not executing the code I see by using print functions to monitor actual execution flow.
comment out the entire function and re-add functionality one line at a time to see if I can see what breaks it.
Delete the .groovy file, and re-create it as another .groovy file.
Any help is appreciated, and since I can't find any answers online I will continue to update this question as I learn more.
See my comment on the jira issue that you raised. You have found a problem with the groovy compiler and how it calculates line numbers. This is not a problem with executing the wrong class files or using a broken debugger. The debugger is doing exactly what it is expected to do. It is the compiler that is providing erroneous line number information.
The next step, as described in the issue, is to provide a simple project that recreates the bug. I tried to do so myself, but could not. So, please supply something that we can work with. Then we can notify the groovy compiler team.