I'm trying to use Areas in my ASP.NET Core ABP project like so:
Folder Structure
I'm trying to add a single file bundle like this:
<abp-script src="/Areas/Community/Pages/Mentors/Index.js" />
When I try running the page I get the following error:
AbpException: Could not find the bundle file '/Areas/Community/Pages/Mentors/Index.js' from IWebContentFileProvider
The documentation says the files can be located in Pages, Views, Components, and Themes but it seems limiting if it doesn't also support areas. Do I need to add a route somewhere so the virtual file system can find it?
Update:
I found the source code in \Volo.Abp.AspNetCore\Volo\Abp\AspNetCore\VirtualFileSystem\AbpAspNetCoreContentOptions.cs
where it sets the AllowedExtraWebContentFolders list:
AllowedExtraWebContentFolders = new List<string>
{
"/Pages",
"/Views",
"/Themes",
"/Components"
};
Is there any way to add to this list?
You can configure it in the module's ConfigureServices method.
public override void ConfigureServices(ServiceConfigurationContext context)
{
Configure<AbpAspNetCoreContentOptions>(options =>
{
options.AllowedExtraWebContentFolders.Add("/Areas");
});
}
Related
How to exclude UnityEditor reference from asmdef?
Why I need it:
I have an asmdef file. For example, it is MyAssembly/MyAssembly.asmdef. The MyAssembly contains a lot of features and each feature staff is placed in its own folder. And some of these features has a code that is needed only in editor, and it refers to UnityEditor namespace. Such editor code is placed into an Editor folder.
But as you know, Editor folder name means nothing in terms of asmdef usage. So I add AssemblyDefenitionReference in each folder and refer it to the MyAssemblyEditor.asmdef assembly definition. So the paths looks like this:
MyAssembly/MyAssembly.asmdef
MyAssembly/Editor/MyAssemblyEditor.asmdef - this folder contains no code. It's needed just to place asmdef, because it's not allowed to place two asmdefs in a single folder.
MyAssembly/SomeFeature/Editor/*feature editor staff*
MyAssembly/SomeFeature/Editor/Editor.asmref - refers to MyAssemblyEditor.asmdef
MyAssembly/SomeFeature/*feature staff*
All this works good. But the problem is that, when some developer adds a new feature, he can forget to add a reference to the MyAssemblyEditor.asmdef in the editor folder. And there are no any errors will be shown in this case. This mistake will be revealed only when the build will be cooked. But I'd like that using of UnityEditor in MyAssembly will be instantly marked as an error.
Feel free to suggest other solution for this problem.
This thread got me thinking I can use CsprojPostprocessor to remove all references to UnityEditor from my csproj file. I wrote such class:
using System.Text.RegularExpressions;
using UnityEditor;
// ReSharper disable once CheckNamespace
public class CsprojPostprocessor : AssetPostprocessor
{
public static string OnGeneratedCSProject(string path, string content)
{
if (!path.EndsWith("Editor.csproj") && !path.EndsWith("Tests.csproj"))
{
var newContent =
Regex.Replace(content, "<Reference Include=\"UnityEditor(.|\n)*?</Reference>", "");
return newContent;
}
return content;
}
}
It also can be done with an xml parser or something.
The only thing, that confuse me is that this mechanism is badly documented and doesn't look like something simple users should use. So I use it at my own risk, but looks like there is no guarantee it will be strongly supported in future.
The reason I want to do this is that I'd like users to be able to create their own racetrack and save it as an image. Users would then be able to select their image and race on their track.
I'm thinking of using the following code to test if the file exists
using System.IO;
public static bool TrackExists(string fileName)
{
return File.Exists($#"Content\Tracks\{fileName}.xnb");
}
If it doesn't exist in the pipeline, I'd like it to be added and built so it can then be used in the project.
How should I go about doing this?
if (File.Exists(path))
{
tex.FromFile(_graphicsDevice, path);
_game.ChangeState(new RaceState(_game, _graphicsDevice, _content, tex));
}
If you need to load an image file as a Texture2D, you need to use the static method Texture2D.FromFile() as follows
myTex2D = Texture2D.FromFile(GraphicsDevice, "path/to/file");
As a rule of thumb, you cannot use the pipeline to load files dynamically. Nevertheless, it is not necessary that you have to use it. AFAIK the pipeline is the best and fastest way to load the static content of your game. There will be methods to import your custom files as content dynamically, so don't worry just because you're not using the pipeline. There are many types in Monogame (like Texture2D) that support dynamic loading from files.
EDIT:
Just to clarify, The method is a static member of Texture2D class, so you should be using it as follows:
if (File.Exists(path))
{
tex = Texture2D.FromFile(_graphicsDevice, path);
//...Rest of your code
}
Can't save state in windows 8
{
Error The type or namespace name 'Common' ...does not exist in the namespace 'ProjectName' (are you missing an assembly reference?)
}
Everything below is the default code in my App.Xaml.cs file the only line I added was
ProjectNameSpace.Common.SuspensionManager.RegisterFrame(rootFrame, "appframe");
which is from the windows 8 tutorial here and I have followed part 1 before attempting this http://msdn.microsoft.com/en-us/library/windows/apps/hh986968.aspx. I have it working in another project that has the same references and using statements. There is only one namespace in the project and I even Rebuilt/Cleaned. Does anybody have any extra information?
protected override void OnLaunched(LaunchActivatedEventArgs args)
{
Frame rootFrame = Window.Current.Content as Frame;
if (rootFrame == null)
{
rootFrame = new Frame();
ProjectNameSpace.Common.SuspensionManager.RegisterFrame(rootFrame, "appframe");
if (args.PreviousExecutionState == ApplicationExecutionState.Terminated)
{
}
Window.Current.Content = rootFrame;
EDIT:
The problem was that I needed to add a basic page in my blank template. This auto generates some classes needed to do basic functionality. Below is a screenshot of the minimum items that the common folder needs to contain.
Do you have the Common folder present in your project? This folder is usually included in the Visual Studio 2012 App project templates (except the Blank App template) which contains a bunch of classes with boilerplate code for layout, styles and other functionality.
If you created your project with a Blank App template, you may not have this. To get it included, create a new Basic Page (Right-click on your Project > Add > New Item > (Visual C#)* > Basic Page), and Visual Studio will ask if you would like to create these files.
*I'm not sure what this is for VB .NET or WinJS, but I assume it would be the same structure.
I don't manage to override the skeleton views of the generatorBundle.
I've first tried by adding my view in /app/Resources/SensioGeneratorBundle/skeleton/crud/views/index.html.twig
It didn't worked so I tried to create a new Bundle extending SensioGeneratorBundle and copy the my view in its Resources folder.
I already manage to use themes for twig forms, but I need to personalize the views generated by the doctrine:generate:crud command.
First of all: The corresponding skeleton views are located here:
vendor/bundles/Sensio/Bundle/GeneratorBundle/Resources/skeleton/crud
Quick and dirty you should be fine by overriding these view files - but thats not what we want ;)
In:
vendor/bundles/Sensio/Bundle/GeneratorBundle/Command/GenerateDoctrineCrudCommand.php
there is an accessor for the Generator:
protected function getGenerator()
{
if (null === $this->generator) {
$this->generator = new DoctrineCrudGenerator($this->getContainer()->get('filesystem'), __DIR__.'/../Resources/skeleton/crud');
}
return $this->generator;
}
One can try to override this method in your extending Bundle and set a different $skeletonDir in the constructor.
Edit:
Quick example in my test environment how it can be achieved (I only made a quick test ;):
Generate a new bundle for the custom generator: php app/console generate:bundle and follow the instructions. A route is not needed. I chose for this example: Acme/CrudGeneratorBundle (Or use an existing bundle)
Create a folder called "Command" in the newly created bundle directory.
Place a command class in this folder.
<?php
//src/Acme/CrudGeneratorBundle/Command/MyDoctrineCrudCommand.php
namespace Acme\CrudGeneratorBundle\Command;
use Sensio\Bundle\GeneratorBundle\Generator\DoctrineCrudGenerator;
class MyDoctrineCrudCommand extends \Sensio\Bundle\GeneratorBundle\Command\GenerateDoctrineCrudCommand
{
protected function configure()
{
parent::configure();
$this->setName('mydoctrine:generate:crud');
}
protected function getGenerator()
{
$generator = new DoctrineCrudGenerator($this->getContainer()->get('filesystem'), __DIR__.'/../Resources/skeleton/crud');
$this->setGenerator($generator);
return parent::getGenerator();
}
}
Copy the vendor/bundles/Sensio/Bundle/GeneratorBundle/Resources/skeleton/crud to your Resources (in my example "src/Acme/CrudGeneratorBundle/Resources/crud")
This was the best solution for me:
symfony2-how-to-override-core-template
doesn't add a command but modifies the skeleton for that particular bundle.
I want to use the default XML editor (org.eclipse.wst.xml.ui) of Eclipse in an RCP application. I need to read the DOM of the xml file currently open. The plugin doesn't offer any extension point, so I'm trying to access the internal classes. I am aware that the I should not access the internal classes, but I don't have another option.
My approach is to create a fragment and an extension point to be able to read data from the plugin. I'm trying not to recompile the plugin, that's why I thought that a fragment was necessary. I just want to load it and extract the data at runtime.
So, my question is: is there another way to access the classes of a plugin? if yes, how?
Any tutorial, doc page or useful link for any of the methods is welcome.
Since nobody answered my question and I found the answer after long searches, I will post the answer for others to use if they bump into this problem.
To access a plugin at runtime you must create and extension point and an extension attached to it into the plugin that you are trying to access.
Adding classes to a plugin using a fragment is not recommended if you want to access those classes from outside of the plugin.
So, the best solution for this is to get the plugin source from the CVS Repository and make the modifications directly into the source of the plugin. Add extension points, extensions and the code for functionality.
Tutorials:
Getting the plugin from the CVS Repository:
http://www.eclipse.org/webtools/community/tutorials/DevelopingWTP/DevelopingWTP.html
Creating extensions and extension points and accessing them:
http://www.vogella.de/articles/EclipseExtensionPoint/article.html
http://www.eclipsezone.com/eclipse/forums/t97608.rhtml
I ended up extending XMLMultiPageEditorPart like this:
public class MultiPageEditor extends XMLMultiPageEditorPart implements
IResourceChangeListener {
#Override
public void resourceChanged(IResourceChangeEvent event) {
// TODO Auto-generated method stub
setActivePage(3);
}
public Document getDOM() {
int activePageIndex = getActivePage();
setActivePage(1);
StructuredTextEditor fTextEditor = (StructuredTextEditor) getSelectedPage();
IDocument document = fTextEditor.getDocumentProvider().getDocument(
fTextEditor.getEditorInput());
IStructuredModel model = StructuredModelManager.getModelManager()
.getExistingModelForRead(document);
Document modelDocument = null;
try {
if (model instanceof IDOMModel) {
// cast the structured model to a DOM Model
modelDocument = (Document) (((IDOMModel) model).getDocument());
}
} finally {
if (model != null) {
model.releaseFromRead();
}
}
setActivePage(activePageIndex);
return modelDocument;
}
}
This is not a clean implementation, but it gets the job done.