Swagger UI with SailsJS v0.12.13 - sails.js

I'm having the following errors when rendering swagger-ui :
I've copied the contents of the dist folder from swagger-ui under assets/docs but can't get it to work.
Thanks

Currently there's an open issue for this error. The UI project is being stabilized (getting to v3) and might be broken now.
If you don't need the very latest version, perhaps you're better off using an earlier and stable release of Swagger-UI.
Update: The issue is now closed and the problem should be resolved.

Related

SwiftUI builds successfully but preview fails

I'm on the latest OS and Xcode version (11.2) and for some reason my canvas just will not build. I keep getting X is not a member of PROJECT error. It's driving me insane. It was working not that long ago and I have no idea what changed to make it fail like this. I've also tried deleting Derived Data, restarting laptop...
I've made sure that all my files are included in my target and everything looks like it should be working properly, the app itself builds perfectly fine it's just the preview
The solution to my problem was that I had a file within my project named the same as my project name. The error messaging was not useful at all in solving this, but once I had renamed that file, the preview began working again.
So I had this same issue except I found out it was because I have custom build configurations and it didn't like the custom module name Xcode made. The solution was to rename the module to the same thing as debug and release in Build Settings > Product Module Name
I hope this helps someone

AutoMapper 6.2.2 restore fails on VSTS build server

The Restore step fails in my build definition with this error:
error NU1100: Unable to resolve 'AutoMapper (>= 6.2.2)' for '.NETCoreApp,Version=v2.0'.
This is in a .NETCoreApp 2.0 that is using AutoMapper. Restore succeeds locally in VS 2017. Locally I am using dotnet sdk 2.0.0, and nuget 4.3.1. On the VSTS (cloud) server, I am specifying the latest nuget version, 4.5.0. I have tried many other versions, including 4.3.1 with no success.
I know there is an older, similar question here, but that was never answered satisfactorily, in my opinion.
If I look at the meta data in VS, at the top of one of the Automapper files I can see this:
Assembly AutoMapper, Version=6.2.2.0, Culture=neutral, PublicKeyToken=be96cd2c38ef1005
// C:\Users\randyg.nuget\packages\automapper\6.2.2\lib\netstandard1.3\AutoMapper.dll
From this you can see it's taking the netstandard1.3 version, which is correct. I'm wondering if the nuget on the build server is looking for a netcoreApp2.0 folder, rather than the netstandard1.3 folder? Following this theory, I tried adding this to my .csproj file:
<AssetTargetFallback>$(AssetTargetFallback);netstandard1.3</AssetTargetFallback>
My theory was this would tell nuget to look for a netstandard1.3 version of automapper if it couldn't find a netcoreapp2.0 version. However, this didn't have any effect. I later read that behind the scenes this fallback is already added automatically.
If anyone has any ideas I would greatly appreciate it. I'm pulling out (what's left of) my hair on this, as this is the only package giving me trouble, and it's a critical one for my project.
On the build server I'm using .NET Core sdk 2.0.3 as well, if that matters.
This is how I solved this: since it seemed it might have to do with my target being netcoreapp2.0, I tried adding an additional 'dummy' project to my solution, with its target = netstandard1.3. In this configuration, the restore/build succeeded. I thought I would have to maintain this dummy project for this purpose, until I tried deleteing it and now the netcoreapp2.0 solution still restores fine without it. I can only assume something was corrupted in the TFS build server NPM cache (even though I had tried checking the box to disable that cache), and once I got it to succeed once, it has cleared up whatever the issue was.

Getting "Error: Failed to connect to OmniSharp"

I'm trying to get VSCode working with my Unity projects, and every time I select the Project icon (the little fire at the bottom) I get the following error:
Error: Failed to connect to OmniSharp
Is anyone else getting this?
You need to download the most recent version of "mono". Open up terminal and pass in brew install mono. Then "Pick a project" and select the ..-csharp.sln file and you should be up and running.
Ok, made some progress and gotten a few Unity projects working. It seems that you need some prerequisites installed, a clean up of your Unity project folder, and possibly some hand editing of your .sln and .csproj files.
I posted a (possibly) better answer over on Reddit. Hope that's not breaking stack etiquitte.
http://www.reddit.com/r/Unity3D/comments/34d6gc/visual_studio_for_mac_help_us_vote_for_unity/
i get this on windows when my project directory has a space in it
i removed the space and removed the error
i expect it will be fixed soom
I have a completely different answer: it's the runtime that VSCode is using. It doesn't match up with what it thinks it needs. I have to remember that we're still in beta and that things are changing rapidly. I had my dnvm running beta 7, but VSCode (and OmniSharp, by extension) is looking for beta 6, so it was failing. I updated my runtime using this this post as a clue. Now I have VSCode 0.7.0 using the beta 6 runtime. I have no idea how to tell what it's looking for...I just guessed based on when they were both released. HTH

HelloCompute: where is the reflected layer?

New to Android. I'm trying to build the HelloCompute sample code for API 17 with ADT v22.0.1 under Windows 7. I do File:New Project:Android Sample Project, and select HelloCompute. In the Package Explorer I see HelloCompute.java and mono.rs in src under com.example.android.rs.hellocompute. However, I don't see any reflected layer code under gen, and I get the error "ScriptC_mono cannot be resolved to a type". I have tried re-installing eclipse / adt, and re-installing the sample code.
Is there some manual step I need to perform to generate the reflected layer?
Thanks.
I ran into a similar problem.
I got around it by running llvm-rs-cc on mono.rs and generating the ScriptC_mono.java file. Eclipse then picks up this source and compiles everything successfully.
I do not know yet whether is there a way of telling eclipse to do it automatically.
The latest ADT does have a problem in generating RenderScript code as part of the build process, so you need to do this step manually right now (or look at other threads suggesting workarounds). Hopefully the upcoming ADT will actually fix this issue so that everything gets created automatically.
Had the same problem.
Win 7 64bit.
Eclipse 4.2.2.
Upgraded to:
SDK Tools: 22.0.5.
Platform-tools: 18.0.1.
Build-tols: 18.0.1.
Problem solved.
Renderscript compilation was broken in ADT 22.0.1. Fixed for non-Windows platforms on 22.0.4. Fixed for Windows platform on 22.0.5.

How can I fix this Android SDK build problem in Eclipse?

I am using Eclipse for Android dev and everything was going fine until I tried to incorporate the facebook SDK. Now when I tried to back it out, there appears to be an artifact left behind that Eclipse tries to link the FB library?!?
[2010-11-17 18:50:22 - Library Project] Unable to set linked path var '_android_com.facebook.android' for library /Users/mobibob/Projects/workspace/facebook-android-sdk/facebook: Path variable name cannot contain character: ..
Any clue where this command / reference is in the build configuration? I have scoured it as best that I can, but I still get the same error.
Problem solved ... as it turns out, it was not so much the Facebook SDK but something that I did in the process of configuring the library reference. I am not entirely certain of how I misconfigured, but I was tweaking the various "path" settings such that, once when the automatic build tried to build my project, an import for android.R was added to my source module. This superseded com.myproject.R and would not resolve the values for resource references.
There were other problems with path order and setting that I modified during the troubleshooting that made it worse. Recreating the project without Facebook was the first step to discovery and fixing.
Either way, the lesson I learned is that the build error messages can misdirect one to the configuration when the problem is in the source code.