how can i edit heroku app files for discord bots? - github

I'm stuck at Run error I know how to solve it, I just want to edit app files
like node_modules how I can do such thing?
2021-04-28T15:09:04.098902+00:00 app[worker.1]: /app/node_modules/discord.js/src/client/ClientDataManager.js:81
2021-04-28T15:09:04.098924+00:00 app[worker.1]:guild.channels.set(channel.id, channel);

why do you want to edit a internal file? when you could just simply update to v12.5.3
all the versions below 12.5.3 is broken and is not supported (stage channels broke the versions),
and to your question,
here is what i found while searching ,
"The app’s node_modules directory is generated at build time from the dependencies listed in package.json and the lockfile."
this was from https://devcenter.heroku.com/articles/troubleshooting-node-deploys
So as they are being genarated at the build time, it will not matter of what you change in the node_modules it will not be there when you start your app

Related

how to compile kdesvn from githib repo

I've downloaded the sources for kdesvn from the github repo as I'm thinking to look into working on an addition to the project. Now turns out, I'm not even able to properly compile the downloaded sources: I've created a directory kdesvn-build changed into it and launched cmake ../ (as described on https://github.com/KDE/kdesvn/blob/master/INSTALL-cmake) which does some stuff but then stops saying:
CMake Error: The following variables are used in this project, but
they are set to NOTFOUND. Please set them or make sure they are set
and tested correctly in the CMake files: SUBVERSION_INCLUDE_DIR
Now, I don't know what SUBVERSION_INCLUDE_DIR should be set to nor could I find it searching around the web. Anyone?
It is a directory containing svn_*.h files. If you are on Linux, you'd need to install something like subversion-dev package. On FreeBSD headers are installed with main package, and the directory is /usr/local/include/subversion-1/.

Node.js app: "Disk quota exceeded" when installing npm module with lots of files

When adding https://www.npmjs.com/package/material-design-icons as a dependency to my Node application, cf push fails with Disk quota exceeded when running npm install. Since the complete application including node_modules has about 100 MB (way below the limit of 1 GB), I assume it might have to do with the fact that material-design-icons has about 86'000 files (for whatever reason).
Is there any workaround for this?
Another solution is to ignore the node_modules directory using the .cfignore file (the same concept as the .gitignore file). The files described in the .cfignore aren't uploaded to Cloud Foundry when you push your app.
You can find more about .cfignore here: https://docs.developer.swisscom.com/apps/deploy-apps/prepare-to-deploy.html#exclude
The solution is to delete the directory node_modules from your app directory before to push it. The description of the needed modules must be in the file package.json under dependencies. I tested a simple express app adding the material-design-icons module. Pushing the application without the content of the directory node_modules works, since in staging the modules are downloaded and added to the application.
The solution is to delete the directory node_modules from your app directory before to push it. The description of the needed modules must be in the file package.json under dependencies. I tested a simple express app adding the material-design-icons module. Pushing the application without the content of the directory node_modules works, since in staging the modules are downloaded and added to the application.
The solution with .cfignore should work. You might need to delete and re-push your app though, since Cloud Foundry caches some files and the container might be filled with these cached files. If you delete and re-push the app, you're getting a clean container from scratch which might solve your problem.
I have faced the same problem. I solved it by doing the following:
Using .cfignore
Specifying the update nodejs in package.json
Using the latest buildpack

Appcelerator Titanium Mobile: app.js not found

I created an app with Appcelerator's Titanium Mobile on my home machine. The path was /Users/[myusername]/Projects/ProjectName.
I checked my code into Mercurial.
The next day, at my office computer, I cloned the Mercurial repo, and then added the existing app. I tried to run it in the simulator and received the error:
could not find the file app.js.
I looked at the log and noticed that the path it was looking for was the path on my home computer, not the path on my office computer.
What can I do to make my app run on two different computers? I imagine that if I created a new app and then copied my code into it, it would probably work on the office machine. But if I checked my code in, and got latest at home it would probably be broken there.
Open tiapp.xml
Remove the line. f01a795a-46e7-4627-8558-465e5998c99d
Do a full rebuild
Bring guid tag back (just to make sure you still have it on tiapp.xml)
Do a full rebuild again.
Here's the source:
http://www.limechalk.com/blog/fix-runtime-error-when-running-appcelerator-app-on-android-emulator/
Can you re-create a new project? copy your files tiapp.xml as well as folder Resources to your new project and build again.
This issue mainly caused by JavaScript minification,either you have syntax error in one or more js files or which is hard to predict may you have some other files in you project that are not js files and cause this failure to build and then this common error .
my two cents open up you project files and look carefully for any file or files that are not supposed to be in it.

iPhone codesign Missing Resources

I'm trying to get my ad hoc build distributed but have started experiencing problems. It used to work up until around a week ago, but now ITunes gives an 0x8008017 error when I try to Sync.
I've narrowed it down by using the iPhone Configuration Utility and then discovering the error seems to be coming from a failed code sign. I've ran codesign -vvvv myApp.app and the outup lists a load of missing resources from my Help documents (from my Apps Resource folder). each missing resource begins ._ so for my index page:
01 - Index.html
the codesign is also expecting: ._01 - Index.html
It also has the existing file listed (as it should) but fails because all ._files are not included in the app.
I've looked through my projects directory and can't find any files beginning with ._ so am not sure where the codesigner is getting these filenames from, but they are included every build, after a clean or an Xcode restart.
All the resources that are causing problems are all recently updated files that I copied over the old resources at the beginning of the week; might this be something to do with it?
Any help appreciated
Make sure you do one of these:
copy those files with an Xcode Copy Files phase, which should Do The Right Thing by default, or
exclude resource forks and ._* files if you copy through a script, or
make sure you build on HFS volumes (where ._* files are not generated for resource forks).
Sounds like your partition type is generating resource-fork files which are also being signed as separate files in the bundle, rather than as part of the original files (which is bad); and then, they're also not getting copied (if you use Finder zipping, they'll be removed and set aside in a different portion of the Zip file, IIRC), again bad. Avoid having them in the bundle, so they don't get signed and you don't have to wade through this mess :)

Can Xcode include application resource files that are generated during the build process?

I have a bunch of content files for my iPhone app that I generate via shell script. It takes way too long to be a part of the Xcode build process, so I run it periodically.
I don't want to have to continually add these files to my Xcode project in order to get them included my app resources folder. Is there a way to get Xcode to copy the contents of a folder into the app resources at build time? (It'd be a bonus if I could specify other locations, such as the approot documents folder.)
I tried adding a new 'Copy Files Build Phase' to my target, but that didn't seem to work. This seems like a common problem, but I couldn't find anything about it here.
-- Edit (What I did)
Per Jasarien and cdespinosa's suggestions, I did the following in a build script. I decided not to copy to the destination, because that would only work when using the simulator, I don't think that'll work when deploying to a device.
cp -rf "$PROJECT_DIR/mystuff" "$CONFIGURATION_BUILD_DIR/$CONTENTS_FOLDER_PATH/"
-- Edit 2
This doesn't appear to get files onto my iPhone. Any ideas?
You can setup a Run Script build phase in your app's target. Write the script so that it copies the resources into the app bundle.
This is the path i use for output:
${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}
Just copy your files in that directory, it's the bundle (simulator or device).
You can also take a look at my answer here : how to set up a Xcode build rule with a variable output file list?