How to launch psci without compiling current project? - purescript

My project currently has a compiler error, but that should not deter me from opening an interactive PureScript session, yet it does:
$ pulp psci
Error found:
at /Users/srid/code/PS/Pallanguzhi/src/Board.purs line 41, column 50 - line 41, column 50
Unable to parse module:
[..]
See https://github.com/purescript/purescript/wiki/Error-Code-ErrorParsingModule for more information,
or to contribute content related to this error.
How do I launch a psci shell regardless of the state of the project? I don't care about not being able to import project modules; just need a bare shell.

There is no way to do this now, other than running PSCi directly and providing a glob of some subset of the modules which are known to build.
We have an open issue to track this already.

Related

command not found: flow

I followed the Flow installation guide for npm & babel and when I get to the second stage where you flow init I keep getting the error message zsh command not found: flow. I installed flow into my project (a branch of my Gatsby blog) for testing/debugging purposes. It is not installed globally, which is what the Flow docs state is the best practice:
Flow works best when installed per-project with explicit versioning rather than globally.
I have been having a similar issue with Lume that returns zsh command not found: lume
If I enter echo $PATH
The colon delimited list should have user/local/.deno/bin:$PATH but it is not there. If I add it by running:
export PATH="/Users/yourUserName/.deno/bin:$PATH"
Than I am able to run lume commands. However, when I try to run lume commands the next day I have to go through the whole process once more as the error crops up again...
My question here today is regarding the Flow error and getting it sorted. I only mention the Lume error because it makes me fairly certain something is messed up in $Path or my Zsh config. I am just not sure what. The only caveat to that hunch though is that Deno is a global install, whereas Flow is installed directly into my project...
So, maybe the two errors while the same syntax are totally separate?
Thank you in advance for any guidance/suggestions. Cheers!
I came across this video from 2017 no less and the host had issues with flow not working within the project and so he installed it globally. I gave it a shot and the flow error zsh command not found: flow has been resolved...

"Undefined variable: Environment" when editing SConscript file in Eclipse Neon

I have an SCons project (an implementation of the Generic Mapping Tools tutorial at http://gmt.soest.hawaii.edu/doc/latest/GMT_Tutorial.html using SCons rather than shell scripts), and I am using Eclipse Neon to edit the Sconstruct file.
The Sconstruct file starts in quite a standard way (the rest of the file is immaterial to this question).
import os
import collections
env = Environment(ENV = os.environ)
bld = Builder(action = 'ps2pdf $SOURCE $TARGET', \
suffix = '.pdf', \
src_suffix = '.ps')
What is annoying me is that while the build works perfectly using scons, Eclipse keeps marking the Environment and Builder constructions as "Undefined variables".
I installed the SConsolidator plugin, but it makes no difference.
I find the marking of an error that is not an error incredibly annoying.
While I could do something like tell Eclipse to ignore the error, I would prefer something more intelligent, such as adding Scons to the library path. I have tried adding C:\Python27\Lib\site-packages\scons-2.5.1\Scons and C:\Python27\Lib\site-packages\scons-2.5.1\Scons\Scripts to the Python Interpreter Paths (Window → Preferences → PyDev → Interpreters → Python Interpreters → Paths), and using an import directive like from SConscript.SCons import * but it doesn't make a difference.
Try library path:
C:\Python27\Lib\site-packages\scons-2.5.1\
Then
from SCons.Script import *
First thing first - if you know exactly where does your plugin keep it's symbol index(es) make sure that they don't get deleted by whatever the editor/IDE/build think they are doing to "be helpful".
Python plugins for editors easily get confused and you may need you to draw very explicit and detailed picture and train them a bit (by stopping the code in debugger) in order for a scanner/indexer to "wake up" and finally scan and index all symbols.
What I do in VS (with PTVS) is to make one proj for Scons_lib (home at C:\Python27\Lib\site-packages\scons-2.5.0), another for Scons_Scripts (C:\Python27\Scripts\, startup file: scons.py)
and then separate projects for separate scons driven folders/builds. To get editor to immediately recognize building files as Python I add extension .scons (google's convention used in Chrome build, Sconcsript's are ProjName.scons), tell VS that .scons is also Python, rename Sconstruct to Make.scons.
Then I run in debugger, (with -f Make.scons -n of course) as many times as I can :-) trying to place breakpoints in different files form different sub-packages that I know will run. Letting scons throw exceptions for nothing (like missing Sconstuct file) is also file - the goal is to force indexer to go places because it sees that debugger is going there.
After N runs, (and/or K days). PTVS (you can consider it a plugin) all of the sudden starts recognizing all symbols, packages, sub-packages, only can't penetrate things explicitly hidden behind caches.
Gave up trying to determine which events exactly make the scanner/indexer see the light. Probably something like seeing the number of files at "unexpected" paths being in debugger. Most symbols are visible in debugger immediately, except for the files that load first (scons.py and my own file that I exec from scons.py to inject whatever I want before anything else runs.)
Also I keep PYTHONDONTWRITEBYTECODE=1 to make sure that it always has to load actual .py-s
It might potentially help to have a single file that would exercise something form every sub-package, litter it with breakpoints and let it be run a few times.

SBCL Buildapp -- How to go about debugging/troubleshooting?

I have a SBCL program that works fine in the REPL (and I've successfully built it before), but after a few changes to the code, the build doesn't work anymore. It still successfully build, but running the binary gives me strange errors:
fatal error encountered in SBCL pid 940(tid 2953912320):
thread_state: os_sem_wait(0x1408000): 4, No such file or directory
It still works fine in the REPL (the binary is also in same folder)
What is the best way to debug this situation? So far, I've been just trying things and rebuilding -- is there a better way?
The ASDF central registry is temporarily extended with the --asdf-path and --asdf-tree
arguments at load time, and reverts back to the default central registry value after that.
To avoid conflicts with this behavior, changes to the central registry should be done at
startup time instead of application load time.
Buildapp. Implementation
So, if you use some asdf utility in runtime, it could cause such an error, I think.

Setup of PyDev and Eclipse for Blender Add-Ons

I followed the instructions in this ebook Programming Add-Ons for Blender 2.5 to setup a development environment.
Currently I try to debug an installed add-on called Bloop although it seems to work, eclipse still shows many error messages like:
class Mapping(object):
def __init__(self, joint=None, id=None, bone=None, other=None):
...
self.bone_matrix = bpy.bloop.armature.matrix_world.inverted() * self.bone.bone.matrix_local.inverted()
^^^^
ErrorMsg: Undefined variable from import: bloop
The external libraries are configured as follows:
Blenders version is 2.67, the add-on was developed for 2.59. I have absolutely no experience with Python in blender.
Another type of errors is:
Unresolved import: MappingSet bloop.py
from .mapping_set import MappingSet
Where MappingSet is in the same folder as bloop.py which tries to import.
The projects structure is as follows (I don't have a source folder since I want to edit in place)
What am I doing wrong?
A workaround to suppress at least the error messages is using ##UnresolvedImport and ##UndefinedVariable at the end of those lines.
I setup debug differently but still based on the lux-render tutorial.
First, create the a .py file, lets call it debug.py, which will contain a function which we will call later to setup debugging. Put this file in the same folder as the main __init__.py of your module. As per the lux-renderer tutorial, add the following code, updating PYDEV_SOURCE_DIR.
import sys
def startdebug():
try:
# set the PYDEV_SOURCE_DIR correctly before using the debugger
PYDEV_SOURCE_DIR = 'C:\Program Files\eclipse\plugins\org.python.pydev.debug_2.5.0.2012040618\pysrc'
# test if PYDEV_SOURCE_DIR already in sys.path, otherwise append it
if sys.path.count(PYDEV_SOURCE_DIR) < 1:
sys.path.append(PYDEV_SOURCE_DIR)
# import pydevd module
import pydevd
# set debugging enabled
pydevd.settrace(None, True, True, 5678, False, False)
except:
pass
When setting the PYDEV_SOURCE_DIR ensure you point it to the org.python.pydev.debug_xxxxx. There is another folder similiar to this. To ensure you have the correct folder it will contain a /pysrc folder.
Now in your main __init__.py, this must come before any other import statements to work correctly. Add the following directly under the bl_info section, as strangely blender parses this itself.
DEBUGGING = True
if(DEBUGGING):
import debug
debug.startdebug()
Having it here will avoids adding per file traces like the lux-render tutorial.
Add some breakpoint to the version in the add-ons folder,
Switch to the debug perspective,
Start Eclipses debug server,
Start blender
Run the script and it will hit the breakpoint.
The common problems I find people encounter:
pointing the path to the wrong pydev debug folder, ensure that there is a /pysrc folder
When Pydev updates, update the PYDEV_SOURCE_DIR as the debug_xxxxx will have change
not having eclipse server running,
setting breakpoints on a local copy of the files instead of the version in the blender add-on directory
saving the script does not mean that blender will reload it, use imp, disable/renable the add-on or restart Blender.
There are good instructions for setting up blender and eclipse for debugging.
http://wiki.blender.org/index.php/User:Z0r/PyDevAndProfiling
While this is for blenders game engine, much of it applies to regular blender. Hope this help!
EDIT: I deleted it because I felt that this doesn't answer your question. But here it is since you insisted.

deploying a scala app built using IDEA

I developed a simple scala app that uses casbah to query the DB for the command line argument passed to it. For example
$ querydb.scala execution 10
it will run a casbah query to find 10 records matching execution in mongo. Now i have two questions.
1) How do i test this in my local. If i click execute in intellij it is just running the program, i am not able to pass command line arguments to my program.
2) How do i deploy it to run on my server, it is just going to used as console app in my ubuntu server, but im not sure how i should deploy this, which files i should put up on the server and how do i execute it in server, and stuff like that.
Any pointers would be useful for me.
or try to use sbt, IDEA has a plugin with sbt, the wiki of it has an explanation on how to use it.
I usually use sbt directly in Terminal instead of running in IDE.
1) First you need to find "Select Run/Debug Configuration" button at the top of your screen
Click on it and choose edit
Create new one, if you haven't got it yet.
Your program parameters should be written in "Program parameters" field
2) Compile your .scala files with scalac and you'll got .class files.
Then deploy it, as you usually do with java code. Hence you don't need to install scala on target machine - all you need is JDK.