Cucumber-eclipse-maven- project - eclipse

I have a question and I have been looking for a lot of reviews and nothing seems to work.
I am trying to run my project in my mac.
And always than I put in my cucumber file for example:
example:
only the line where I use "<>" show the next message : "step does not have a matching glue code.
and I totally sure that the same name is connected with his method in my page objects.
The weird thing is that in my windows computer the project run perfectly. I don't know why occurs this.
I hope you can help me.

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Unity - Can't add script behaviour CallbackExecutor [duplicate]

Yesterday I updated unity from unity5 to 2018.2.2f1. Unity scripts are not loading after Update 2018.2.2f1.
Once I try to play the Scene the scripts are not loaded and I can't add the script again it gives this error:
Can't add script component 'CubeScript' because the script class
cannot be found. Make sure that there are no compile errors and that
the file name and class name match.
If you still have the old copy of the project, upgrade the Unity project to Unity 2017 first then to 2018.2.2f1.
Here are the few possible reasons you may get this error(Ordered from very likely)
1.Script name does not match class name.
If script name is called MyClass, the class name must be MyClass. This is also case-sensitive. Double check to make sure that this is not the issue. To make sure that's not the issue, copy the class name and paste it as the script name to make sure that this is not the issue.
Note that if you have have multiple classes in one script, the class name that should match with the script name is the class that derives from MonoBehaviour.
2.There is an error in your script. Since this is an upgrade, there is a chance you're using an API that is now deprecated and removed. Open your script with Visual Studio and see if there is an error there then fix it. There is usually a red line under a code that indicates there is an error.
3.Bad import with the Unity importer and its automatic upgrade script.
Things to try:
A.The first thing to do is restart the Unity Editor.
B.Right click on the Project Tab then click "Reimport All"
C.If there is still issue, the only left is deleting the problematic script and creating a new one. There is an easier way to do this if the script is attached to many GameObjects in your scene.
A.Open the script, copy its content into notepad.
B.From the Editor and on the Project tab right click on the script "CubeScript", select "Find References In Scene".
C.Unity will now only show all the GameObjects that has this script attached to them. Delete the old script. Create a new one then copy the content from the notepad to this new script. Now, you can just drag the new script to all the filtered GameObject in the scene. Do this for every script effected. This is a manual work but should fix your issues when completed.
Here, is some reason why that's heaping.
1. Your Script Name And your class name isn't same.
2. May be there is an error in your script.
Here, is the few way to resolve it.
1. Make a same name of script and class in to this script.
2. find there is the error? and try to resolve it.
Posting here for historic purposes and if someone from Google ends up here, I strictly had the same problem (I'm on Windows 10) and here's how I fixed it :
If you click on the Console, you should see a blank error. Don't worry, it's a Editor bug, and you can see the Editor Log by selecting the console's window dropdown and selecting Open Editor Log.
For me, the problem was that "Tools\Roslyn\csc" could not be found, something that Unity uses to compile C# files.
I opened C:\Program Files\Unity\Hub\Editor\2019.2.14f1\Editor\Data\Tools\RoslynScripts\unity_csc.bat and I added ".exe" to the line "%APPLICATION_CONTENTS%\Tools\Roslyn\csc" /shared %*
(This line should now be : "%APPLICATION_CONTENTS%\Tools\Roslyn\csc.exe" /shared %*)
Now it works perfectly.
I'm completely new to Unity and game development, but I found that making the error true by entering an incorrect name, then entering the right one seems to "trick" Unity into fixing its error.
I had the same error show up but for different reasons (in case someone ends up here from google).
I was a beginner and named my file with a space in it. I got the same error after that. Make sure to NOT include spaces in your C# script.
One more thing which might help apart from other answers
Make the class which inherits from the MonoBehaviour the first class in the file. It fixed this issue for me.
Checking the console bugs and fix them is a good way to solve the problems "Can't add script component because the script class cannot be found?", although the bug seems to be irrelevant.
This works for me when I fix a bug in the other script.
for me I found out it was a script that I wasn't using which was linked to the player and other scripts that I deleted.
For me, the problem was that there was an error in another script.
Once I fixed the error, I could FINALLY attach my other scripts onto my gameobjects.
I just had this issue where I had a perfect script, no errors, and the same name as it should be but no matter what it wouldn't let me add it to a gameObject.
There was another script that was completely unrelated but it had an error in that and somehow that prevented me from adding my good new script.
Like some folks already posted here - the issue might be of a different code.
I was trying to add a script that was referenced by another one which had errors - it doesn't tell you that is the reason, although visual studio kinda suggests it by showing you the errors in the open script.
Just delete the bigger (errored) script and start adding to the unity project from the basic ones.
I had this issue where I had a good script, no errors, good name, restarting unity, following a tutorial exactly but still had this issue.
The way I fixed this is just deleting this buggy script file and creating it again. It fixed my problem perfectly! Now I could add the script to my game object with no such errors!
Hope this helps you! Cheers!

Unity machine learning using internal brain for pre-trained networks results in crash

I try to get the machine learning project of Unity running. The project can be found here: https://github.com/Unity-Technologies/ml-agents
Following all the necessary steps to set everything up, everything works fine until I try to use a pre-trained model in an internal brain, e.g in the 3D-Ball example. On pressing play in the editor, it says to have stopped working and the editor crashes. Same goes for a successfully compiled executable.
Since I can't find any crash logs, I absolutely don't know what's the cause to this. Anybody had the same issue and solved it, or any ideas on this?
I'll just add the steps I made to set my project up, in case somebody wants to reproduce or check for mistakes I made:
Download zipped project from github
Open project with Unity 2018.1.1f1
Add ENABLE_TENSORFLOW to predefined symbols
Download and install TensorflowSharp Plugin
In the 3DBall Scene select the brain and switch BrainType to Internal
Run in editor or compile and run, results both times in a crash
EDIT
What's making me wonder is that I got it working just fine training an external brain in python using a compiled executable. So my thoughts were it should be much more easy to just forward pass a trained net, if it's working doing forward pass and back propagation. But it says though that external brain still is experimental, so not sure if that just will not work until some future patches.
EDIT 2
So I tried using an internal brain in an older version of the githubs project, which then worked quite fine. Also I used an older version of the TensforflowSharp Plugin. I'll try to figure out, which version still works and gonna post my results here ;)
To conclude, the problem was actually the recent version of the TensorflowSharp Plugin. Using an older version, which I found somewhere worked fine. I don't have the link to that version anymore, but in case someone experiences the exact same problem, I could search for it or upload it somewhere.

Registry command entry isn't running like it runs in command line

My question clarified is, "What's different about running a command from within the registry at command line compared to running the same command from in a command line? Then how do I make it the same to work the way I want?"
Information about my program:
This is a ClickOnce application and from what I see there isn't a great way of getting the exact path of the exe instead of the appref-ms. So there is a caveat to my question this whole thing can be avoided if there was a way to find the exact path of the exe each time the program is deployed and I am able to edit the registry to point to said written down path.
I have this entry in HKEY_CLASSES_ROOT please see evidence below:
So right clicking below should work everything is typed in right, but it doesn't work.
So I figured maybe it didn't like my %APPDATA% which honestly should not matter and I got a new error message.
Just so you know my program does work and it's doing something and pulling paths from the args passed to it.
Thank you for reading my lengthy question.
Here is how you set up what I have been trying to setup for a while now. This explanation is assuming you know exactly what you are trying to do.
Publishing A (Offline) ClickOnce Application With Command Line Args Ran From A Right Click Context Menu Item That You Can Deploy As Many Times As You Want Without Editing the Registry Each Time.
If you are doing an online one just use this CTRL+F and type in deadlydog it has two stellar links in that answer. That is much simpler then this below.
Have a project that is published deployed on a file share using ClickOnce in Visual Studio project properties.
Get this code. (If you need multiple args treat them all as one large string then split it)
'VB.NET style code
Dim activationData() As String = AppDomain.CurrentDomain.SetupInformation.ActivationArguments.ActivationData
MsgBox(activationData(0)) 'Your big long argument before being split editted or modified.
Why I asked this question and my answer to it.
Make a registry entry using ContextEdit as if you were making your very normal run of the mill context menu for your program. HOWEVER!!!! click the check box that says "expand environment variables".
So the command that you type in should look like this.
cmd.exe /C ""%InsertEnvironmentVariable%\Path\Name To\Your File.appref-ms" "%1""
It should work from that it was a ton of googling mostly because I have never done this and I give up easily on ideas. Also would like to comment on the information for command line and the registry is atrociously organized and abundant beyond belief.
Hope this helps someone trying to deploy a neat clickonce lightweight program that seems integrated like a normal program.

working with workspaces and Pydev in Eclipse

im not sure what i did.. but i am working through some tutorials to get up to speed on python, and i started getting this error message... any ideas on how to fix this? from the error, i looked up the message, and it looks like wham i press the run button it is looking for a file that is no longer there.... but I'm not even working on that file anymore... I'm trying to run something different that does not refer to the previous file.
what does work is if i do run as.. but id rather not do that every time. I'm sure there is a setting I'm just not aware of that i messed up.
Well, not sure how exactly you're getting to that point from your explanation, but please take a look at: http://pydev.org/manual_101_run.html to see how to properly run a module inside PyDev.

Groovy debugger out of sync

I am having a difficulty while attempting to debug some code in grails. It is difficult to put into text, so I have posted a screencast showing exactly what the problem is here. In short, while I am debugging the debugger starts jumping from place to place and not following the program logic I have in place. The only other similar question I have found is a year old, had no solution, and can be found here.
The best guess I have so far is that the debugger is displaying the text I have typed in, but is actually executing an older version of the class file which it has cached somewhere. Therefore, I tried:
cleaning the project
manually deleting all of the class files from the target folder and from the target-eclipse folder
Searching my entire hdd for additional files with similar names
removing my project from the workspace and re-adding it
closing and reopening the IDE
grails refresh-dependencies
Importing the project into a new IDE (I was using GGTS, I switched to IntelliJ)
None of those solutions had any effect. I realized that the issue was in a .groovy file, and I was writing almost pure Java, so I deleted the .groovy file, and re-created the class in a .java file. That solved my problem. Unfortunately I am having the problem again, and this time it is in a controller that heavily relies on the grails framework, so that solution is not an option. Other than also being in a .groovy file, another similarity is that the code breaks on an if statement.
My next steps:
Verify that the application is not executing the code I see by using print functions to monitor actual execution flow.
comment out the entire function and re-add functionality one line at a time to see if I can see what breaks it.
Delete the .groovy file, and re-create it as another .groovy file.
Any help is appreciated, and since I can't find any answers online I will continue to update this question as I learn more.
See my comment on the jira issue that you raised. You have found a problem with the groovy compiler and how it calculates line numbers. This is not a problem with executing the wrong class files or using a broken debugger. The debugger is doing exactly what it is expected to do. It is the compiler that is providing erroneous line number information.
The next step, as described in the issue, is to provide a simple project that recreates the bug. I tried to do so myself, but could not. So, please supply something that we can work with. Then we can notify the groovy compiler team.