I want to have a module which will export all needed dependencies like include path, library path and will install needed runtime libraries.
Module {
Depends { name: "cpp" }
property path libLocation: ""
cpp.dynamicLibraries: [
"mylib"
]
cpp.staticLibraries: [
"mylib"
]
cpp.includePaths: [
libLocation + "include/",
]
cpp.libraryPaths: [
libLocation + "lib/",
]
Group {
name: "runtime libraries"
qbs.install: true
prefix: 'lib_location/'
files: ["*.dll"]
}
}
Everything works, but files are not installed. Is it possible to do that?
Update 1:
Files are correctly installed:
if full or relative paths are specified directly(as literals)
by using Project's properties.
Working solution:
Module {
...
Group {
name: "runtime libraries"
prefix: "D:/Projects/MyProject/Dependencies/SDL2pp/mingw/bin/" // works!
//prefix: project.dependenciesPath + "SDL2pp/mingw/bin/" // also works!
files: "*.dll"
qbs.install: true
}
}
But when I'm trying to use Module's property it says: "Reference Error: Can't find variable: ..."
Module {
...
property bool installDlls: true
property string libPath: ""
Group {
name: "runtime libraries"
prefix: libPath // Can't find variable
files: "*.dll"
qbs.install: installDlls // Can't find variable
}
}
Also, It is not work if FileInfo module is used for building a path. Outside the Group path was corectly resolved.
import qbs
import qbs.FileInfo
Module {
...
Group {
name: "runtime libraries"
prefix: FileInfo.joinPaths(project.dependenciesPaths, './SDL2pp/mingw/bin/') // silently not works
files: "*.dll"
qbs.install: true
}
}
Conclusion
I've found 2 solutuins of it:
hadrcoded path as a literal. Unportable solution
using Project's property. Portable, but depends on Project item.
I don't know why Module's properties can't be used inside a Group. Are there some limitations or it's a bug?
Late but found this post trying to do the same, maybe it helps other people.
Found out that using a Module's property inside a Group can be done by giving the Module an id and referencing the property using the id like this
Module {
id: mymodule
...
property bool installDlls: true
property string libPath: ""
Group {
name: "runtime libraries"
prefix: mymodule.libPath
files: "*.dll"
qbs.install: mymodule.installDlls
}
}
I'm using Qbs 1.12.1
Related
I have a Swift package, and try to add Objective-c files.
My package now:
Root
- Package.swift
+ Sources
+ ObjC
+ DataDeflate
- DataDeflate.h
- module.modulemap
- NSData+Deflate.h
- NSData+Deflate.m
+ Swift
+ DataDeflator
- DataDeflatow.swift
+ Tests
+ DataDeflatorTests
- DataDeflatorTests.swift
Package.swift content:
import PackageDescription
let package = Package(
name: "DataDeflator",
products: [
.library(name: "DataDeflator", targets: ["DataDeflator"]),
],
targets: [
.target(
name: "DataDeflator",
dependencies: ["DataDeflate"],
path: "Sources/Swift/DataDeflator"),
.systemLibrary(name: "DataDeflate", path: "Sources/ObjC/DataDeflate"),
.testTarget(
name: "DataDeflatorTests",
dependencies: ["DataDeflator"]),
]
)
module.modulemap content:
module DataDeflate [system] {
header "DataDeflate.h"
link "DataDeflate"
export *
}
DataDeflate.h content:
#ifndef DataDeflate_h
#define DataDeflate_h
#import "NSData+Deflate.h"
#endif /* DataDeflate_h */
Now, using these settings (module.modulemap and targets in Package.swift), Swift code has access to Objective-C NSData category.
But only for declaration (NSData+Deflate.h), and not to implementation (NSData+Deflate.m)!
When I add Objective-C method calling, it builds successfully, without any warnings. But unrecognized selector sent to instance error appears when unit tests runs.
What did I forget? How can I connect both declaration and implementation from Objective-C to Swift?
You don't need to use systemLibrary target with a modulemap file for your own ObjC source files because usually it's used as wrapper to available C system libraries such as sqlite3, curl etc. and the modulemap file can be created for your target automatically by XCode.
So you can use simple target:
...
targets: [
...
.target(name: "DataDeflate", path: "Sources/ObjC/DataDeflate"),
]
...
Next you should organise your files inside DataDeflate folder next way:
- Package.swift
+ Sources
+ ObjC
+ DataDeflate
+ include
- DataDeflate.h
- NSData+Deflate.h
- NSData+Deflate.m
...
Where include subfolder must contain <YourTargetName>.h (DataDeflate.h) file and all other public headers to include.
I got an error when I run test using Jest, I tried to fix this error for 2 hours. But, I couldn't fix it. My module is using gapi-script package and error is occurred in this package. However, I don't know why this is occurred and how to fix it.
jest.config.js
module.exports = {
"collectCoverage": true,
"rootDir": "./",
"testRegex": "__tests__/.+\\.test\\.js",
"transform": {
'^.+\\.js?$': "babel-jest"
},
"moduleFileExtensions": ["js"],
"moduleDirectories": [
"node_modules",
"lib"
]
}
babel.config.js
module.exports = {
presets: [
'#babel/preset-env',
]
};
methods.test.js
import methods, { typeToActions } from '../lib/methods';
methods.js
import { gapi } from "gapi-script";
...
Error Message
C:\haram\github\react-youtube-data-api\node_modules\gapi-script\index.js:1
({"Object.":function(module,exports,require,__dirname,__filename,global,jest){import
{ gapi, gapiComplete } from './gapiScript';
SyntaxError: Cannot use import statement outside a module
What is wrong with my setting?
As of this writing, Jest is in the process of providing support for ES6 modules. You can track the progress here:
https://jestjs.io/docs/en/ecmascript-modules
For now, you can eliminate this error by running this command:
node --experimental-vm-modules node_modules/.bin/jest
instead of simply:
jest
Be sure to check the link before using this solution.
I solved this with the help of Paulo Coghi's answer to another question -
Does Jest support ES6 import/export?
Step 1:
Add your test environment to .babelrc in the root of your project:
{
"env": {
"test": {
"plugins": ["#babel/plugin-transform-modules-commonjs"]
}
}
}
Step 2:
Install the ECMAScript 6 transform plugin:
npm install --save-dev #babel/plugin-transform-modules-commonjs
Jest needs babel to work with modules.
For the testing alone, you do not need jest.config.js, just name the testfiles xxx.spec.js or xxx.test.js or put the files in a folder named test.
I use this babel.config.js:
module.exports = function (api) {
api.cache(true)
const presets = [
"#babel/preset-env"
]
return {
presets
}
}
Adding "type": "module" in package.json or using mjs as stated in other answers is not necessary when your setup is not too complicated.
I have also faced the same issue and this was resolved by adding following command-line option as a environment variable.
export NODE_OPTIONS=--experimental-vm-modules npx jest //linux
setx NODE_OPTIONS "--experimental-vm-modules npx jest" //windows
Upgrading Jest (package.json) to version 29 (latest as of now) solved this problem for me.
I would like to ship my library using Apple's Swift Package Manager. However my lib includes a .bundle file with several strings translated in different languages.
Using cocoapods, I can include it using spec.resource. But in SwiftPM, I cannot do it. Any solution?
The package manager does not yet have any definition for how resources will be bundled with targets. We are aware of the need for this, but don't yet have a concrete proposal for it. I filed https://bugs.swift.org/browse/SR-2866 to ensure we have a bug tracking this.
Using Swift 5.3 it's finally possible to add localized resources 🎉
The Package initializer now has a defaultLocalization parameter which can be used for localization resources.
public init(
name: String,
defaultLocalization: LocalizationTag = nil, // New defaultLocalization parameter.
pkgConfig: String? = nil,
providers: [SystemPackageProvider]? = nil,
products: [Product] = [],
dependencies: [Dependency] = [],
targets: [Target] = [],
swiftLanguageVersions: [Int]? = nil,
cLanguageStandard: CLanguageStandard? = nil,
cxxLanguageStandard: CXXLanguageStandard? = nil
)
Let's say you have an Icon.png which you want to be localised for English and German speaking people.
The images should be included in Resources/en.lproj/Icon.png & Resources/de.lproj/Icon.png.
After you can reference them in your package like that:
let package = Package(
name: "BestPackage",
defaultLocalization: "en",
targets: [
.target(name: "BestTarget", resources: [
.process("Resources/Icon.png"),
])
]
)
Please note LocalizationTag is a wrapper of IETF Language Tag.
Credits and input from following proposals overview, please check it for more details.
starting on Swift 5.3, thanks to SE-0271, you can add bundle resources on swift package manager by adding resources on your .target declaration.
example:
.target(
name: "HelloWorldProgram",
dependencies: [],
resources: [.process(Images), .process("README.md")]
)
if you want to learn more, I have written an article on medium, discussing this topic
The solution I use for this is to build the data I need into a Swift object. To this end I have a shell script that will read an input file, base64 encode it, then write a Swift file that presents it as an InputStream. Then, when I want to add a data item to my Swift package, I run the script to read the file and write the output file. Of course the output file needs to be checked in so that the resource is available to those who use the project even if they do not have the script. (Typically I place my input files in a Resources directory and write the output to the Sources directory, but the script itself does not depend on that.)
I consider this a less than ideal solution, and am looking forward to when the package manager has this ability built in. But in the meantime, it is a workable solution.
The following example shows how it is used:
First, here is the script itself:
#!/usr/bin/env bash
# Read an input file, base64 encode it, then write an output swift file that will
# present it as an input stream.
#
# Usage: generate_resource_file.sh <inputfile> <outputfile> <streamName>
#
# The <streamName> is the name presented for the resulting InputStream. So, for example,
# generate_resource_file.sh Resources/logo.png Sources/Logo.swift logoInputStream
# will generate a file Sources/Logo.swift that will contain a computed variable
# that will look like the following:
# var logoInputStream: InputStream { ...blah...
#
set -e
if [ $# -ne 3 ]; then
echo "Usage: generate_resource_file.sh <inputfile> <outputfile> <streamName>"
exit -1
fi
inFile=$1
outFile=$2
streamName=$3
echo "Generating $outFile from $inFile"
echo "Stream name will be $streamName"
if [ ! -f "$inFile" ]; then
echo "Could not read $inFile"
exit -1
fi
echo "// This file is automatically generated by generate_resource_file.sh. DO NOT EDIT!" > "$outFile"
echo "" >> "$outFile"
echo "import Foundation" >> "$outFile"
echo "" >> "$outFile"
echo "fileprivate let encodedString = \"\"\"" >> "$outFile"
base64 -i "$inFile" >> "$outFile"
echo "\"\"\"" >> "$outFile"
echo "" >> "$outFile"
echo "var $streamName: InputStream {" >> "$outFile"
echo " get {" >> "$outFile"
echo " let decodedData = Data(base64Encoded: encodedString)!" >> "$outFile"
echo " return InputStream(data: decodedData)" >> "$outFile"
echo " }" >> "$outFile"
echo "}" >> "$outFile"
echo "Rebuilt $outFile"
Then, given an input file t.dat shown here:
Hello World!
Running the command generate_resource_file.sh t.dat HelloWorld.swift helloWorldInputStream generates the following HelloWorld.swift file:
// This file is automatically generated by generate_resource_file.sh. DO NOT EDIT!
import Foundation
fileprivate let encodedString = """
SGVsbG8gV29ybGQhCgo=
"""
var helloWorldInputStream: InputStream {
get {
let decodedData = Data(base64Encoded: encodedString)!
return InputStream(data: decodedData)
}
}
Due to framework bundles not being supported yet, the only way to provide bundle assets with an SPM target is through a Bundle. If you implement code in your framework to search for a particular bundle in your main project (supporting asset bundles), you can load resources from said bundle.
Example:
Access the bundled resources:
extension Bundle {
static func myResourceBundle() throws -> Bundle {
let bundles = Bundle.allBundles
let bundlePaths = bundles.compactMap { $0.resourceURL?.appendingPathComponent("MyAssetBundle", isDirectory: false).appendingPathExtension("bundle") }
guard let bundle = bundlePaths.compactMap({ Bundle(url: $0) }).first else {
throw NSError(domain: "com.myframework", code: 404, userInfo: [NSLocalizedDescriptionKey: "Missing resource bundle"])
}
return bundle
}
}
Utilize the Bundled resources:
let bundle = try! Bundle.myResourceBundle()
return UIColor(named: "myColor", in: bundle, compatibleWith: nil)!
You can apply the same logic for all resource files, including but not limited to storyboards, xibs, images, colors, data blobs, and files of various extensions (json, txt, etc).
Note: Sometimes this makes sense, sometimes it doesn't. Determine use to own project's discretion. It would take very specific scenarios to justify separating Storyboards/Xibs into bundled assets.
Important note:
Resources doesn't seem to be included in the Xcode project generated by
swift package generate-xcodeproj
But they are when you open the Package folder on Xcode (xed .) and then double click on the package to resolve dependencies.
I'm including a nice tutorial as well: https://medium.com/better-programming/how-to-add-resources-in-swift-package-manager-c437d44ec593
I try to build simple project with qbs
import qbs
Project {
name: "simple"
Product {
name: "micro"
type: "obj"
Group {
name: "sources"
files: ["main.c", "*.h", "*.S"]
fileTags: ['c']
}
Rule {
inputs: ["c"]
Artifact {
fileTags: ['obj']
filePath: input.fileName + '.o'
}
prepare: {
var args = [];
args.push("-g")
args.push("-Os")
args.push("-w")
args.push("-fno-exceptions")
args.push("-ffunction-sections")
args.push("-fdata-sections")
args.push("-MMD")
args.push("-mmcu=atmega328p")
args.push("-DF_CPU=16000000L")
args.push("-DARDUINO=152")
args.push("-IC:/Programs/arduino/hardware/arduino/avr/cores/arduino")
args.push("-IC:/Programs/arduino/hardware/arduino/avr/variants/standard")
args.push("-c")
args.push(input.fileName)
args.push("-o")
args.push(input.fileName + ".o")
var compilerPath = "C:/Programs/arduino/hardware/tools/avr/bin/avr-g++.exe"
var cmd = new Command(compilerPath, args);
cmd.description = 'compiling ' + input.fileName;
cmd.highlight = 'compiler';
cmd.silent = false;
console.error(input.baseDir + '/' + input.fileName);
return cmd;
}
}
}
}
And I get error
compiling main.c
C:/Programs/arduino/hardware/tools/avr/bin/avr-g++.exe -g -Os -w -fno-exceptions -ffunction-sections -fdata-sections -MMD "-mmcu=atmega328p" "-DF_CPU=16000000L" "-DARDUINO=152" -IC:/Programs/arduino/hardware/arduino/avr/cores/arduino -IC:/Programs/arduino/hardware/arduino/avr/variants/standard -c main.c -o main.c.o
avr-g++.exe: main.c: No such file or directory
avr-g++.exe: no input files
Process failed with exit code 1.
The following products could not be built for configuration qtc_avr_f84c45e7-release:
micro
What do I wrong?
File main.c present in project and in directory.
If I start this command from command prompt I do not get error.
In short, you need to pass input.filePath after -c and -o, not input.fileName. There's no guarantee that the working directory of the command invoked will be that of your source directory.
You can set the workingDirectory of a Command object, but that is not generally recommended as your commands should be independent of the working directory unless absolutely necessary.
Furthermore, you appear to be duplicating the functionality of the cpp module. Instead, your project should look like this:
import qbs
Project {
name: "simple"
Product {
Depends { name: "cpp" }
name: "micro"
type: "obj"
Group {
name: "sources"
files: ["main.c", "*.h", "*.S"]
fileTags: ['c']
}
cpp.debugInformation: true // passes -g
cpp.optimization: "small" // passes -Os
cpp.warningLevel: "none" // passes -w
cpp.enableExceptions: false // passes -fno-exceptions
cpp.commonCompilerFlags: [
"-ffunction-sections",
"-fdata-sections",
"-MMD",
"-mmcu=atmega328p"
]
cpp.defines: [
"F_CPU=16000000L",
"ARDUINO=152"
]
cpp.includePaths: [
"C:/Programs/arduino/hardware/arduino/avr/cores/arduino",
"C:/Programs/arduino/hardware/arduino/avr/variants/standard
]
cpp.toolchainInstallPath: "C:/Programs/arduino/hardware/tools/avr/bin"
cpp.cxxCompilerName: "avr-g++.exe"
}
}
it's work
args.push("-c")
args.push(input.filePath) at you args.push(input.fileName)
args.push("-o")
args.push(output.filePath)at you args.push(input.fileName)
My karma.conf.js includes:
plugins: [
'karma-jasmine',
'karma-phantomjs-launcher',
'karma-ng-html2js-preprocessor'
],
preprocessors: {
'../../mypath/*.html': ['ng-html2js']
},
ngHtml2JsPreprocessor: {
moduleName: 'templates'
},
(I've tried without specifying any plugins, too.)
My devDependencies include:
"karma-ng-html2js-preprocessor": "^0.2.0"`
My tests include:
beforeEach(module('templates'));
These give the error:
Module 'templates' is not available!
Running karma with --log-level debug, I do not see any [preprocessor.html2js] entries. (I do get Loading plugin karma-ng-html2js-preprocessor.)
What am I doing wrong?
The issues were that the templates must be listed under files as well, and that the glob pattern in preprocessors must match. This is implied by the documentation.
files: [
'../../Scripts/angular-app/directives/*.html',
// .js files
],
preprocessors: {
'../../Scripts/angular-app/**/*.html': ['ng-html2js']
},
Note that **/*.html does not match parent directories of the basePath.
karma start --log-level debug will display DEBUG [preprocessor.html2js] entries when everything is correct.
I was also able to remove the plugins section.
To get the correct cache ID, I used:
ngHtml2JsPreprocessor: {
// Load this module in your tests of directives that have a templateUrl.
moduleName: 'templates',
cacheIdFromPath: function (filepath) {
return filepath.substring(filepath.indexOf('/Scripts/angular-app/'));
}
},
If a template references a custom filter, the filter must be loaded in files and the filter's module must be loaded in your directive tests.