I'm using two laptops and stored my C# code in OneDrive.
I am aware that sharing code via OneDrive is not be the best approach, but that's what I'm dealing with now.
I noticed that on laptop 1 I have to define the following path to the data file (mdf):
C:\Users\ Diet\OneDrive\Personal\VisualStudio2019\Repos\project\project\App_Data\data.mdf
On laptop 2, the path is different because the user I'm logged in with has a different name (or at least that's what I believe is the cause)
C:\Users\ Dieter\OneDrive\Personal\VisualStudio2019\Repos\project\project\App_Data\data.mdf
Updating this in the Web.config fixed the connection to the database, BUT building the solution still returns an error, also related to a cloud operation, hence why I think it is caused by the path in OneDrive...
The error message:
CSC : error CS0041: Unexpected error writing debug information -- 'The cloud operation was unsuccessful.
I welcome your insights. Thank you for helping me out.
I have my projects stored in OneDrive and had this same issue. The fix was to set the entire Project folder contents to "Always keep on this device".
Seems that building the solution in VS was attempting to write to files that were not cached locally from OneDrive. As soon as I changed the setting, the build worked!
I was also storing my project on OneDrive, got the same error after installing a new ssd.
Rebuilding the solution was enough for me.
Related
I am trying to install neo4j on my windows 11 Laptop.
But the neo4j desktop installer just gets stuck on choose path where you want to store application data
Clicking on confirm or changing the directory dosen't do anything.
As per some solutions recommended in similar stack overflow questions, i added this path to system env variables
C:\Windows\System32\wbem
But this also didn't solve any of the problems.
After some debugging, i found out the exact error log in the developer console.
It seems like neo4j isn't using wcim but Get-CimInstance command which is throwing the error.
I have no idea how to fix this problem.
Using addressables and building for WEBGL in Unity 2019.2.18f, but getting errors no matter what I do when I try run a build.
I'm storing my build and the addressable files in the same bucket on Google Cloud. Remote path is set to the gs:// path for the files. I've also tried replacing GS with https://storage.googleapis.com/mybucketname.
When I open the index.html in its path on google cloud, it gives me a CORS error. I've tried adding a json file and setting it up using gsutil but gsutil gives me an error - the file does not exist. I don't really want to go down a rabbit hole with gsutil as I'm not even sure if CORS is the only issue
I have also opened the build in firefox and I don't have a CORS error but I do have another error,
Asset Bundle download is complete, but no data have been received
Exception encountered in operation Resource<IAssetBundleResource>(packedassets_assets_all_73fe17b324c832211bd83ddaec912952.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://theURLofthebucket/WebGL/bundlename_73fe17b324c832211bd83ddaec912952.bundle, result='Unknown Error'.
I have even tried switching the build target to standalone, re-building the addressables for this target, uploading them for the new target, and building. I thought this might give me a hint, if it just WORKED for standalone, but it doesn't, I get this error:
Curl error 1: Protocol "gs" not supported or disabled in libcurl
(Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799)
Exception encountered in operation Resource<IAssetBundleResource>(packedAssets_7b4d2d2ed91df92408ade3f19317f33f.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://mybucketname/StandaloneWindows64/packedassetsassets_7b4d2d2ed91df92408ade3f19317f33f.bundle, result='Unknown Error'.
To load the addressables (which have ranged from a basic cube, a model from my project, and a scene), I've used both instantiate, which is obsolete, instantiateAsync, which I think may not work in Webgl although it was given as the example to use in a tutorial, and I've also tried loading a scene that was marked addressable, using
Addressables.LoadSceneAsync(address, LoadSceneMode.Additive).Completed += OnSceneLoaded
Is what I'm trying to do possible? Use webgl and hosted addressable assets?
What's not obsolete? I keep finding tutorials and questions but the fixes / code used just don't work. I think I've wasted a good bit of time trying different things that I'm not sure if they are even possible to get working.
I've tried version 1.10, 1.15.1, 1.16.1. I've scoured the forums. I tried asking on discord for one of the tutorials (badgerdox) but got no response.
Please any pointers would be great!
I'm really stuck, and willing to try anything (could asset bundles work instead?) but afraid of wasting any more time if it's a dead end as this is for work. Thanks for any help!
At the moment Addressables doesn't support "gs" protocol.
Here is the official answer from Unity
The short answer from Unity:
UnityWebRequest doesn't support "gs://", which means for now we do not. Long term we are going to write a new downloading & caching layer, but for now we have what we have.
A workaround could be to change "gs://" to "https://storage.googleapis.com/"
More detail you can read in this thread.
I've been trying to get On-Demand Resource to work but I keep getting this compile error:
/* com.apple.actool.errors */
: error: The tag combination "tagName" for "xxx.imageset/xxx#3x.png" has no output specification.
I had a look at actool man page and there's an option:
--asset-pack-output-specifications filename
Which says:
Tells actool where to write the information about ODR resources found
in the asset catalog. The emitted file will be a plist.
But I'm not really sure what to put as an argument/where this plist is used or even if this option is in the right track of fixing the error.
My coworkers and I struggled with this error for over a day and were only able to fix it by wiping our existing local repos and installing a fresh clone from our remote repos with the code that contains the on-demand resources.
In our case, I was the one that created the on-demand resources functionality and did the tagging for the assets. I built and ran all of that code, and everything worked fine locally on my machine. I pushed those commits to our remote, and when my coworkers pulled they received the asset catalog compile error that you reported when they tried to build.
I compared my build logs with those of my coworkers and found that I had the --asset-pack-output-specifications flag along with a filename whereas they did not, even though all of our production code was the same. I never set that flag manually myself during development, it was automatically generated at some point in the process but I have no idea where -- I didn't even know it existed until this build failure occurred. After struggling for many hours we noticed that if my coworkers deleted their local projects entirely and basically started fresh by installing a new project and repo again from the remote, they suddenly were able to build. They had already tried to clean and nuke their derived data, but that didn't work. Only totally deleting the repos and the projects entirely did the trick. Not sure why, but something about wiping the project and all associated directories and building themselves totally fresh from their own local machines triggered something that enabled the --asset-pack-output-specifications flag.
I just faced this issue and was totally against deleting my repo and cloning again.
I noticed that alongside this error, I also got a warning stating that I had assets under the same name (thus being duplicated).
Deleting the duplicated asset in order to get rid of the warning, fixed the compilation error.
Hope this helps someone, as deleting the repo and cloning again shouldn't be an option.
I just faced the issue.
I could solve it just by deleting on-demand resource tags and tagging them back again.
I just solve it by rebooting Xcode then run successfully. The error seems to only appear once...I don't know why.
I'm following the tutorials and samples of the official WSO2 ESB documentation. When I create (or load) a synapse configuration in the WSO2 Developer Studio I'm getting the error as shown below:
Save problems
Save could not be completed.
Reason:
resources\sunErrorHandler.esb_diagram (The system cannot find the path specified)
This error shows up when I want to open anything in the Design view. Even when I'm not trying to save anything.
So far I have tried to add the path specified in the error, but without success. I already found a workaround to be able to save and deploy my ESB configurations. By using "Save as" I'm able to keep the changes I made in the XML files. However the error stills shows up when I open the new version of the file.
Does anyone know a better solution to permanently resolve this error message?
I had this problem as well, running eclipse.exe as administrator fixed it.
Issue remains unresolved for my Eclipse + DevStudio 3.8.0 install on a Windows 10 environment. However since I was experiencing some other issues with the WSO2 ESB I decided to migrate to a Linux (Ubuntu) environment. This seems to work much better, the eclipse does not seem to have this issue on Linux.
Eclipse want to write in C:\Program Files\eclipse\resources. I solve problem by adding full permissions to group users on folder C:\Program Files\eclipse
If this happens in Mac you can provide the required permission to the "/Applications/IntegrationStudio.app/Contents/MacOS/resources" folder.
I'm using W7 64 bi , and just got an error from the github client app. It says:
failed to sync branch. you might need to open a shell and debug the state of this repo.
What do I do now ?
I know this will sound crazy, but try restarting your computer.
This happend to me yesterday; I was getting this error, and upon checking: \AppData\Local\GitHub\TheLog.txt
I found messages like:
AppData\Local\GitHub\PortableGit_ca477551eeb4aea0e4ae9fcd3358bd96720bb5c8\bin\sh.exe:
*** Couldn't reserve space for cygwin's heap, Win32 error 0
The problem comes around to GitHub for Windows updating itself (in particular the cygwin-ized PortableGit) in the background while I was using it. Ultimately, some cygwin dlls from the previous PortableGit dlls were still loaded in memory causing errors when trying to execute the new (updated) PortableGit commands.
Restarting cleared out all the previously loaded cygwin dlls.
You might have a more complex problem than my answer can solve, but -- for anyone else who comes across this question -- some basic solutions can be found in this video. In short, status.github.com, git status, and gitstatus are your friends. See what they tell you and then continue your sleuthing with that new information in mind. You can use these tools using Git Shell that comes with the Github Windows client.
I'll note that my own problem stemmed from trying to sync a file that was too large: I only found this by using the Git Shell, which gave me the error when I tried git sync. I'm currently looking for ways to remove the file in question in previous commits so I can sync my repo appropriately. The guide I am currently following can be found here, and if it seems to be taking me in the right direction (it was actually recommended in the Git Shell error message!)
I had this error before, and I fixed it by reinserting the credentials for my github account. Turns out that github logged me out for some reason