When I tried to run my Meteor app from its directory with the "meteor" command, I got, "You're not in a Meteor project directory."
When I looked, I saw that the .meteor folder got deleted; I guess I somehow inadvertently did that.
Is there a way to add back a corrupted or deleted .Meteor folder?
No, but there shouldn't be anything in there that cannot be recreated easily.
I'd meteor create DoinItAgain in a new directory, then copy all your source files into the new project.
Then it's time to play 'Whack a Mole' with the errors that come up, due to packages that will need to be re-added to the project.
Related
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.
When adding https://www.npmjs.com/package/material-design-icons as a dependency to my Node application, cf push fails with Disk quota exceeded when running npm install. Since the complete application including node_modules has about 100 MB (way below the limit of 1 GB), I assume it might have to do with the fact that material-design-icons has about 86'000 files (for whatever reason).
Is there any workaround for this?
Another solution is to ignore the node_modules directory using the .cfignore file (the same concept as the .gitignore file). The files described in the .cfignore aren't uploaded to Cloud Foundry when you push your app.
You can find more about .cfignore here: https://docs.developer.swisscom.com/apps/deploy-apps/prepare-to-deploy.html#exclude
The solution is to delete the directory node_modules from your app directory before to push it. The description of the needed modules must be in the file package.json under dependencies. I tested a simple express app adding the material-design-icons module. Pushing the application without the content of the directory node_modules works, since in staging the modules are downloaded and added to the application.
The solution is to delete the directory node_modules from your app directory before to push it. The description of the needed modules must be in the file package.json under dependencies. I tested a simple express app adding the material-design-icons module. Pushing the application without the content of the directory node_modules works, since in staging the modules are downloaded and added to the application.
The solution with .cfignore should work. You might need to delete and re-push your app though, since Cloud Foundry caches some files and the container might be filled with these cached files. If you delete and re-push the app, you're getting a clean container from scratch which might solve your problem.
I have faced the same problem. I solved it by doing the following:
Using .cfignore
Specifying the update nodejs in package.json
Using the latest buildpack
I have a weird problem. I have a database in main bundle in my app. When the app launches it checks whether there is a database in documents directory. If not, then it copies there from bundle. Everything was Working before I update Xcode. Now, when I try to delete an old database from bundle and to put the new one, it still copies the old. Eventhough I've put it into trash and cleaned trash.
Can anyone suggest a solution? Because I'm a bit confused with it.
I tried some way and I found out that when I add a new file to the project - it just doesn't add there... Though in Xcode I see it in bundle....
You should remove the application from simulator or device. Your application in the simulator has already copied the database from main bundle to documents directory.
So, if you will reinstall the app, your new database will be installed.
I created an app with Appcelerator's Titanium Mobile on my home machine. The path was /Users/[myusername]/Projects/ProjectName.
I checked my code into Mercurial.
The next day, at my office computer, I cloned the Mercurial repo, and then added the existing app. I tried to run it in the simulator and received the error:
could not find the file app.js.
I looked at the log and noticed that the path it was looking for was the path on my home computer, not the path on my office computer.
What can I do to make my app run on two different computers? I imagine that if I created a new app and then copied my code into it, it would probably work on the office machine. But if I checked my code in, and got latest at home it would probably be broken there.
Open tiapp.xml
Remove the line. f01a795a-46e7-4627-8558-465e5998c99d
Do a full rebuild
Bring guid tag back (just to make sure you still have it on tiapp.xml)
Do a full rebuild again.
Here's the source:
http://www.limechalk.com/blog/fix-runtime-error-when-running-appcelerator-app-on-android-emulator/
Can you re-create a new project? copy your files tiapp.xml as well as folder Resources to your new project and build again.
This issue mainly caused by JavaScript minification,either you have syntax error in one or more js files or which is hard to predict may you have some other files in you project that are not js files and cause this failure to build and then this common error .
my two cents open up you project files and look carefully for any file or files that are not supposed to be in it.
I can install an app on my development iPhone compiled with "Debug" configuration using my Ad Hoc provisioning and everything works OK.
But when I build it using "Release" configuration, iTunes says:
The application XXX was not installed on the iPhone "YYYY" because its resources have been modified.
I've never seen this message before. Does anybody know what it means?
Thanks!
Antonio
We had the same problem during our first Beta. Someone on Windows dug in the xxx.app folder then Explorer created a Thumbs.db file inside and, boom, he got the message "The application XXX was not installed on the iPhone "YYYY" because its resources have been modified." when he tried to install.
He had to remove the app from iTunes, deleted all the Thumbs.db from xxx.app and then it worked.
We finally got rid of the problem. We were trying to include an image for iTunes after creating the build, but when we used this method (http://iosdevelopertips.com/xcode/itunes-icon-for-ad-hoc-distributions.html) everything went smoothly.
Just in case it helps someone: In my case, I copied the .app to a network drive, then to my Win7 computer before dragging into iTunes - then it did not work. When I zipped the .app first before copying, and then unzipped it on the other end - it worked. Of course, I have no real idea why....
Your debug configuration and your release configuration have some important differences, and release is a lot closer to what ad-hoc should look like. So you first need to duplicate the release configuration and make and call your copy "Ad-Hoc", and make sure you use your ad-hoc provisioning profile with it. Then you need to create a new entitlements file. The new version of Xcode has a cool feature where you can build and archive your app into an ipa file that includes your provisioning profile.
How to do all of this is explained here: http://www.tuaw.com/2010/05/23/devsugar-a-better-way-to-share-ad-hoc-builds/
In those instructions, when it tells you to make the entitlements plist file, it says to uncheck get-task-allow in the plist file. When I created the entitlements file, there wasn't a get-task-allow row at all, so I created one, set the type to boolean, and left it unchecked. It worked great for me.
The best solution to avoid wierdness like this is to create an IPA file. A good step-by-step guide to creating an IPA target in XCode is here:
http://idotcomllc.wordpress.com/2009/05/26/how-to-build-a-ipa-file-from-xcode/
It starts out with an introductory project so search for "Aggregate" to find the point where it starts telling you how to create a new IPA target for build.
I directly upload the app to a server where the windows can also visit. Then compress it in Windows.
I had it, did a clean build and never saw it again.
Incomplete ipa/zip archives (received at the installation end) were the cause for us.
I had this problem using a run script to cp -R the .app file to the Payload folder, for some reason when the script copied the file it modified it somehow, if I used finder and manually copied the .app file into the payload folder and manually zipped the .ipa file it worked fine. I tested it several times using codesign -v to verify the .app file. it always through the error after a build and the run script. but no error when I would copy the file manually.
For me the issue was the .Double files being added to every directory on a shared network drive. We are primarily a Windows environment, and the Mac was saving .Double file on the drive, in every directory.
Literally, to fix the issue referenced above, I simply deleted the .Double files in every directory (of the app being copied to iTunes) and it fixed it.
Hope this helps someone!
I was tasked to test some apps and for some reason was the only one on my team getting this this error. I am working on an XP. All the apps we are testing use the same provisioning file yet some would sync while others would not. Not sure what fixed it but I did go into my *My Music\iTunes\iTunes Media\Mobile Applications* folder, deleted the existing .ipa file for the app I was trying to sync and it seemed to sync fine after. It might not be the answer to your problem but give it a try.
If you work with asstes on a Mac, or have versioned content, I had the same problem with .DS_Store files and hidden .git folders. Once deleted from assets, problem gone. It might be an issue with hidden files.