How to clear sfdx cache (if such thing exists) - salesforce-lightning

When I apply:
sfdx force:source:push -f
(Sorry, orginally posted wrong command)
The deployment fails because the compiler throws errors regarding files that are no longer part of my local filesystem.
I cleared following files:
metadataTypeInfos.json
sourcePathInfos.json
To no avail.
Is there some cache anywhere that I need to clear?

I think something has gone wrong with the diffing mechanism.
Deleting files / folders and meanwhile clearing sourcePathInfos.json.
Anyhow, I deleted the import to the file that was no longer needed and the problem went away with it.
It doesn't really solve the problem as sfdx still thinks that the folder exists (the logs show unresolved imports in files that no longer exist) but I don't really care about it a I'm working scratch org).
It can just be fixed by creating a new scratch org too:
sfdx force:org:create -f config/project-scratch-def.json -a <scratch-name> -s  

Related

CocoaPods deintegrate deletes workspace files

I'm using Xcode and CocoaPods, and Occasionally when I run pod deintegrate, followed by pod install, unrelated files in my workspace will be deleted. It happened a few times, and I thought it was due to my accidentally placing project files in the Pods directory, which is not under version control, but it recently happened again where this was for sure not the case. I'm quite stumped as to what is causing this, and I haven't been able to find any previous mentions of this problem online, nor have I been able to reproduce it systematically (though to be sure unsystematically, all too many times).
A guard against this is of course to git status and make sure that everything is git add-ed before ever deintegrating the workspace, which is good practice anyway, but for large commits it can be hard sometimes to remember exactly which files have been added, and at any rate git status will not catch files that for some reason have been dumped into untracked directories.
I realize this is quite vague, but has anyone else experienced something like this? Or has an idea of ways to address it?
EDIT: I think I've figured out the cause. Sometimes when I Cmd + n to make a new file, the interface will not put the new file in the right folder (on the Mac) even though it puts in the right group (in Xcode). Taking care to ensure that both the folder and the group match seems to solve it, along with double-checking that the file has an A on the Xcode interface to make sure it's been added to version control. The reason Cmd + n was behaving differently was that I was invoking it from different places. E.g., if I was invoking it while viewing a file in the Pods group/folder, even if I set the group to something else, it would still save in the Pods folder.

Unity - unity error cs2001 source file could not be found 2018

Ever since i updated my Unity, It keep telling me
error cs2001 source file "Scripts.cs" could not be found
I even tried creating a whole new project with new file and still getting this problem.
Anybody knows how to fix this problem!!!!!!
Sorry for my English.
Unity Version 2018.1.0f2
enter image description here
If the missing file is a script that you've renamed or deleted, simply recreate a script with the same name in the location mentioned. Then let Unity recompiles the scripts. Once successfully compiled feel free to delete the file if it no longer is necessary.
Check the folow:
1 Location of your update files in linux have 777 permissions for the user you have?. Or your file is in the location?.
2 path to the file correct writely?. You know in Windows or Linux use / or \ test it
3 your file have a name with extension correctly?
I hope this helps
Today I ran into that same problem as well after restoring a Windows system restore point. I assume that Windows restored some old Unity cache files in that process which led to that error.
Simply creating the missing file(s) works. But if you did a lot of changes / renames / removals recently you may have to re-create quite a lot of files to make it compile again.
If you're using version control like Git or SVN you can jump back to an earlier point in your change history (one where the probelmatic files still existed), let Unity compile and then go back to your current state.

Where is the Trash directory?

The trash spec tells me that the Trash directory is here: $XDG_DATA_HOME/Trash
Looking at my environment variables on my Linux Mint system, I find a bunch of XDG stuff, but no XDG_DATA_HOME
I've done some looking, but so far I have not been able to locate the Trash directory. Where is it?
your home trash directory MUST be available and defined.
Usually it's under ~/.Trash or ~/.local/share/Trash as default
you can echo $XDG_DATA_HOME to display it, if you get nothing, you can set it by yourself.
XDG_DATA_HOME=/usr/local/share/
export XDG_DATA_HOME
and
XDG_DATA_DIRS=/usr/local/share/
export XDG_DATA_DIRS
for details see setting XDG_DATA_DIRS and XDG_DATA_HOME
and I recommend that you make trash-cli as an alternative for the rm, it's the command line interface to FreeDesktop.org Trash,
see https://pypi.python.org/pypi/trash-cli/0.12.9.14
https://github.com/andreafrancia/trash-cli
your home trash directory MUST be available and defined.
Usually it's under ~/.Trash or ~/.local/share/Trash as default
you can echo $XDG_DATA_HOME to display it, if you get nothing, you can set >it by yourself.
First it is impossible to set something you cannot find in the first place.
Secondly env | grep XDG does not return any variable XDG_DATA_HOME, so that provided no help whatsoever. Thirdly, Google search on e.g. "where is linux Trash folder stored" does indeed turn up results -- namely this page and others like it. Search engines are source referrers, not source providers. If someone hasn't already posted it somewhere, it won't show in Google or anywhere else. Suggesting a Google search as an answer is not helpful.
So indeed, find / -iname trash will find it (recommend adding 2>/dev/null to eliminate all errors that will occur for inaccessible files), but novices have a lot of trouble with find's syntax.
So yes, it is usually ~/.Trash or ~/.local/share/Trash.
As for trash-cli, yes very helpful, but the correct instructions for it are:
sudo apt install trash-cli -y
alias rm=trash-put
alias rm >> ~/.bashrc ( or >> ~/.bash_aliases)
Now, I would like to know, if I set XDG_DATA_HOME to /tmp, will trashing a file move to /tmp instead? The concept of a Trash folder is great, but I'd like a little more sophistication like an Archive folder where I can archive-put little used files that I still want to keep but keep out of my main folder stash to eliminate clutter. I'm no linux novice, but I do have limited time--so that is why we collaborate--I save you time, you save me time!! I hope. Less is more, more or less.

Unable to read package metadata. This may be due to missing repodata directory. Please ensure that your install tree has been correctly generated

I am new for centos installation. I downloaded a minimul version of centos 6.5, around 339.7mb of size. I am trying to install this with GUI interface but I got an error after selecting the drive option, which comes after selecting the country.
This is complete message,
Unable to read package metadata. This may be due to missing repodata directory. Please ensure that your install tree has been correctly generated.
Failare:
repodata/743fec56b2af0ce8d6ec82c47a4efafc2a4d18cddfa9683f29611cb18d1a33de-primary.sqlite.bz2 from anaconda-CentOS-201311271240.i386: [Ermo 256] No more mirrors to try.
Sorry but I am new here, so I can't put the exact image here.
I believe that i had this same issue and was able to solve it.
The files under the /repodata folder are missing their file extensions and are not matching their full names in the "TRANS.TBL" file, under this same dir.
Rename all the files to match what is in the "TRANS.TBL" file, then try the install over again.
Please let everyone know if this works for you.
In the past i would just put a URL in that pointed to the correct files on a server, i feel that most people take this workaround and that's why it's not as hot of an item as it should be. I hope this gets fixed in the .ISO.
Thank you,
YourFriend
It worked for me.
I renamed all 8 files.
i.e. 0e371b19e547b9d7a7e8acc4b8c0c7c074509d33653cfaef9e8f4fd1d62d95de
0e371b19e547b9d7a7e8acc4b8c0c7c074509d33653cfaef9e8f4fd1d62d95de-primary.sqlite.bz2
The correct file name is given in file "repomd" under folder repodata
example - location href="repodata/b124f0ec5323cfee56b420906a3103f0daef656dde3f7ac8220120aa7504e57a-primary.xml.gz"
I had exactly the same issue ;
under "repodata" directory opened "repmod" xml file
Searched file name within repmond xml file
Found matching strings
Renamed 8 files as specified in .xml file
and it worked like a charm
Thanks to "Your Friend"
I had the same problem. Even if you manage to get past this step, you will encounter at a later point other errors related to filenames.
The root cause was using Unetbootin to create the bootable media. I switched to Rufus and everything works fine now.

options "--read-only" Ipython Notebook

I can't run my ipython notebook with the --read-only option.
It says :
[NotebookApp] CRITICAL | Unrecognized flag: '--read-only'
It's weird because I've seen several blog mentionning it.
I'm running with the 1.1 version of ipython.
Do you know if this option was removed or moved elsewhere?
There is a super easy way to do what you're trying to do I think though--simply use OS security.
Do this:
When you're ready to deploy to read only, make a special folder
for your read-only work, and copy your *.ipynb files into that.
Make the *.ipynb files read-only at the Linux level: chmod 444
*.ipynb.
Run iPython Notebook from that directory. Use a different port
so that it won't conflict.
Send the URL to everyone using the URL that has the read-only
port.
They can then read it all, even run code, but they will not be
able to save changes.
They cannot navigate anywhere outside that directory. E.g. the
little home icon only brings them to the folder with your read-only
content.
Thus they have full access to the page and its functionality, but
cannot mess it up on anyone else. And all you need is a cp and a
chmod. Profit!
At least this solved my need. I have my regular port with write authority for all my development, then I copy it over, chmod it, and let people at it. Works just fine for me.
Hope this helps others!
Yes the option was removed, it might be re-introduced in another form later when nbconvert/nbviewer is refined, but you better run your own local instance of nbviewer to this effect.