How to disable annoying build error notification when using project generated from pnp spfx generator - visual-studio-code

I have created a project using the pnp/spfx Yeoman generator (https://github.com/pnp/generator-spfx), and now I get a Build Failed" notification that pops up in the lower right-hand corner of my VS Code window along with a beep every time I save a file and there are errors anywhere.
I would like to turn this off somehow. I have looked everywhere and I have not been able to figure out what is triggering this notification, or how I could go about turning it off.
I was hoping someone on here that has experience using this generator and could point me in the right direction.
This is what the notification looks like:
As you can see there is no way to click on the notification to configure to turn it off or anything. No Right click options either.

Just faced the same annoying issue. You can turn off the toast in the gulpfile.js. Add the following:
build.mergeConfig({
showToast: false
});

Related

Buttons broken using new Input System

I've got a problem that is seemingly impossible to debug. My project originally started using 2019.2 and upgraded to 2019.3 without any problems. I then installed the preview package for the new input system.
This "disabled" all the buttons in that they are visible in the editor and during run time but they are impossible to click on or interact with.
To reproduce this issue I tried:
Creating a new empty 2D project
Installing and switching to the new Input System
Importing their demo scene from the package manager
At this point I tried running each scene. All of them worked except "SimpleDemo_UsingActions.unity".
I added a button to the "SimpleDemo_UsingPlayerInput.unity" and added a script to the button. With a function:
public void Button()
{
Debug.Log("Button Pressed");
}
I ran this scene and it worked! I could move around shoot the cubes that is built into the script and I could click on the button and it showed in the log.
For this reason I am stumped. I do not know how to debug this issue.
Can I have some advice? Has anyone had a similar issue or know how I would go about debugging this?
I managed to find the answer. For some reason using the new input system's "InputSystemUIInputModule" breaks all the UI and just does not work.
I fixed it by just deleting my EventSystem and creating a new one in the scene.
Do not. and I repeat. Do Not use the new input system's manager for the event system.
I write answer because it's first result in google.
To get rid of this, select EventSystem in hierarchy, then in inspector you should see warning and button to replace old input system with new.
Unity ver. 2019.4.1
Input System ver. 1.0.0
I'm still currently testing but I manage to get something by duplicating the defaultInputActions.inputactions file from the Packages >> Input System >> InputSystem >> Plugins >> PlayerInput.
I realized that that .inputactions has a UI Action Maps. I added more Action Maps and did some testing, the added action maps works and buttons are somewhat reacting as well.
Just sharing this now so that more developers can test this with me and hopefully find a way to work around this major issue.
Had the same issue. Make sure that the input system package, does not have any devices inside... It worked for me after migrating from the Previous Input System

Visual Studio Code window is not appearing

I've encountered a very strange bug with Microsoft Visual Studio Code. I've been using VSCode for a few months now and never had this issue. When I open VSCode, the window just doesn't appear. The app is definitely open, because when I hover over the icon on my taskbar I can see what is being displayed in the app:
Unfortunately, when I click on it, the window does not appear.... I've uninstalled and reinstalled, deleted cache, tried older versions and nothing has worked. Has anyone else encountered this and fixed it? Any advice?
hover over VSCode icon in taskbar
right click on it
click on "New Window"
That should do it.
I had something similar. It appears that the window is just off-screen. I've used my DisplayFusion display manager - to move windows to center/top where I could handle it myself. I expect it'll also work using <Win> + <←> (maximize window to left side of screen).
In my case, the issue went away when uninstalling the GlassIt-VSC extension. I tried modifying the opacity of the window and then it disappeared. I highly suggest you try uninstalling this extension.
In my case I had connected HDMI cable but due to power off my monitor was off, but when I disconnected hdmi cable; VS code visible on my screen.
Got the answer since no one was helping.
Go to view.
Click solution explorer.
It should show the name of your project.
Click the small arrow at the beginning of the heading of your project.
Click source files.
Click yourproject.cpp.
Thank you.
I encountered a similar issue with a plugin called GlassIt while I was playing with a property called "glassit.alpha" somehow it went to 1 (possibly I changed it accidentally) and nothing showed up. (here's an image where you can slightly see that I set alpha to 20)
what i did was to just edit the %appdata%\..\Roaming\Code\User\Settings.json and set "glassit.alpha": 1, to 255
UPDATE I just realised there was already an answer I didn't see while I was writing this post
I had this issue during a remote desktop session and could bring the VSC window back via hitting F11 (via the onscreen keyboard in my case, since the F11 key on my keyboard was being captured by the host system).
In my case, I have a dual monitor setup, and the laptop was in clamshell mode. However, the laptop's built-in monitor was recognized as a third monitor, and VsCode was going there.

Missing component tab in blueprint

I can't find the component tabs anymore. It shows here that the component tab is opening but actually it isn't. I've cleared all the window but this tick of components tab still exists. Now my code is broken and I can't link the new tank barrel to the Tank_BP blueprint class. What should I do? Try resetting layout and even reinstall Unreal but it still didn't work. Any help will be appreciated!
Screenshot
Are all actor blueprint editor view all the same as you described? Did the log report some errors about that?
I think maybe there is something wrong with your editor, several ways to solve youre problem:
+ If you are using the installed version(which is installed from Epic Games Launcher),just try to use verify to repair your editor.
verify entry
If you are using the compiled version, just try to debug the blueprint editor module.

VSCode: I want to remove annoying info message bar

Is there any way to completely remove this message popup or move it to somewhere?
I already know why this message comes, but I do not want to disturb my activity with annoying info popup.
When it pops up it hides the document tab, so I have to close it every single time. (I do not want to know how to fix this particular error message, this screenshot is just an example.)
It's very annoying and I've searched around for a way to remove it, but the answers keep saying how to fix that particular error and not how to hide the popup itself.
Press ESC.
I agree that this is really annoying. VS Code is all about high-speed workflow and not having to interact with anything except your code via keyboard. Everything has key chords, e.g. CTRL-P and CTRL-SHIFT-P. So having to stop what I'm doing, go to the mouse, and dismiss this popup, whenever a background task feels like completing (and not even really then, because the popup actually appears some short time later) just so I can get visual confirmation of which file I'm currently coding in, to refocus my work after being distracted by the same popup, is really awkward. They are in a stupid location and don't even fade away after time like well-behaved toasts.
That said, I think that's really two parts; the distraction, and relatively high workflow cost to dismiss.
It helped me a lot to learn that it can be dismissed quickly and easily with the ESC key. The other half the problem I still haven't solved, but hope that helps you.
In the screenshot it shows trying to validate PHP.
In a VS Code window select File > Preferences > User Settings
An editor will open on the left called Default Settings and on the right with a file called settings.json
In the right side editor you can add settings that will override those found in the left-hand-side one.
Between the braces type:
// Whether php validation is enabled or not.
"php.validate.enable": false,
Then save the document.
VS Code will no longer attempt to validate PHP files.
You can override any of the defaults using this method.
You can use the same technique for each Workspace (or project folder) using File > Preferences > Workspace Settings
You can't disable the alert bar in general as VS Code needs to tell you things and doesn't (thankfully) use modal dialogs to communicate.
Go to File > preferences > settings
Then add this to your user settings
"editor.parameterHints": false
You may want to try adding the line
"extensions.ignoreRecommendations": true
to your VS Code settings file (which you can easily reach with the keystroke (CMD + ,) on a Mac OS X or macOS system.)
Solution: User Preferences > change "editor.parameterHints": true to "editor.parameterHints": false
This will at least remove the obstructive boxes that appear above the cursor.

iPhone -- Hunting Line of Code Being Executed

I am working on an iPhone project containing a ton of code. The application receives outside requests and performs actions. However, I cannot figure out exactly where the app begins executing code for a particular event. Is there some functionality in Xcode which would allow me to solve this problem?
Thank you.
Have you tried setting break points in your code? Click on the line numbers column in Xcode on the number to set a break point.
Without knowing more about what these requests are or where they are coming from, its hard to give any advice on what tools Xcode might have, but looking in any project files named <xxx>AppDelegate.m or <xxx>Controller.m would be a good start, placing breakpoints on likely sounding methods.
I figured out that you can use the Instruments Profiler to this end.
Start the profiler
Choose "Time Profiler"
In the bottom left section make sure the following are checked: Show Obj-C only and Hide System Libraries
In the timeline, click on the the point before the event occurred.
Click the left-most icon in "inspection range" (located on the top-bar immediately to the left of clock)
In the timeline, click on the point after the event completed. (optional)
Click the right-most icon in "inspection range"
Inspect the Call Tree.