I have a iPhone project where i use frank and cucumber for acceptance testing.
My application has a feature to collect files from the documents directory and index them in the applications database.
I want to test this feature with cucumber. But this means i have to copy files to the applications documents directory.
My questions are:
How do i dynamically make step definitions to copy files?
Where do place the resources before they get copied? In what folder structure?
How do i reach these files from my step definitions?
Thanks.
We created a helper function to do something like this for injecting images into the simulator gallery..
def init_simulator_images(num_images)
(1..num_images.to_i).each do |n|
target_file = "IMG_000#{n}.JPG"
begin
File.stat("#{ENV['simulator_media_path']}/#{target_file}")
rescue Errno::ENOENT
app_exec 'FEX_loadPhotoLibraryImage:', "test/#{target_file}"
end
end
end
and then on the native code side, we have a helper class called FEX_Helper to aid in anything where we need to modify the app at runtime (RubyMotion code but v. similar to objective-c except for the syntax):
def FEX_loadPhotoLibraryImage(imageStr)
img = UIImage.imageNamed(imageStr)
UIImageWriteToSavedPhotosAlbum(img, nil, nil, nil)
end
Lastly the simulator media path is defined thusly:
def simulator_media_path
"#{self.simulator_version_path}/Media/DCIM/100APPLE"
end
def simulator_path
"/Users/#{self.user}/Library/Application\ Support/iPhone\ Simulator"
end
def simulator_version_path
"#{self.simulator_path}/#{self.simulator_version}"
end
Hope that helps someone trying to inject files into the simulator for testing.
Mark
Related
I have a Modelica file that references c code during simulation through an external library *.a file.
For example:
model CallAdd
input Real FirstInput(start=0);
input Real SecondInput(start=0);
output Real FMUOutput(start=0);
function CAdd
input Real x(start=0);
input Real y(start=0);
output Real z(start=0);
external "C" annotation(Library = "CAdd", LibraryDirectory = "modelica://CallAdd");
end CAdd;
equation
FMUOutput = CAdd(FirstInput,SecondInput);
annotation(uses(Modelica(version = "3.2.1")));
end CallAdd;
When opening the Modelica model in OpenModelica the required files appear to be automatically loaded because it simulates and gives appropriate results.
However, when I try to compile the Modelica file with JModelica-SDK-1.12 I receive an error that the library *.a file could not be found.
So my question is: What is the proper way to reference additional files when using compile_fmu in JModelica?
With no success, I've tried:
# Import the compiler function
from pymodelica import compile_fmu
model_name = "CallAdd"
mo_file = "CallAdd.mo"
# Compile the model and save the return argument, for use later if wanted
my_fmu = compile_fmu(model_name, mo_file, target="cs",compiler_options = {'extra_lib_dirs':'C:/ToFolderContainingLib/'})
The strange thing is that when I was using JModelica-1.17 (non-SDK) the file compiled fine but the results didn't make sense. I was recommended to try the SDK version to see if it fixed my errors in my previous post here.
Try positioning the external library in sub-folder named as the platform your currently on. So in your example, I'd position the library (libCAdd.a) in sub-folder named linux64, as I'm on a 64bit Linux machine and then run the code.
If is a small piece of C code, as a last alternative you could try to include the C file directly in the Modelica code:
external "C" annotation(Include="
// the entire C code here
");
Hopefully the JModelica people will give you a better answer soon.
You could try to ask this on their website also:
http://www.jmodelica.org/forum
Apologies for the lack of precision in the question, but I'm not completely sure which of possibly many things I'm doing wrong here.
I'm relatively new to Coffeescript and also geo applications in general, but here goes:
I've got a working (simple) Meteor (.7.0.1) application utilizing coffeescript in both client and server. The issue I'm having occurs when attempting to utilize TopoJSON encoded files to create a layer of US congressional districts. (the purpose of the app is to help highlight voter suppression in the US)
So, a few things: Typically in a non-Meteor app, I would just load the topoJSON file like so:
$.getJSON('./data/us-congress-113.json', function (data) {
var congress_geojson = topojson.feature(data, data.objects.districts);
congress_layer.addData(congress_geojson);
});
Now of course this won't work in Meteor because its not asynchronous.
One of the things that was recommended here on SO was to not worry about reading the file, and to instead change the json file to .js, and then set the contents (which are of course just an object) equal to a variable.
Here's what I did:
First, I changed the .json file to a .js file in the server directory, and added the "congress =" to the beginning of the file. It's a huge file so forgive me for omitting the whole object.
congress = {"type":"Topology",
"objects":
{"districts":
{"type":"GeometryCollection","geometries":[{"type":"Polygon"
Now here's where everything starts to give me issues:
In the server.coffee, I've created a variable like so to reference the congress object:
#congress_geojson = topojson.feature(congress, congress.objects.districts)
Notice how I'm putting the # symbol there? I've been told this allows a variable in Coffeescript to be globally scoped? I tried to also use a Meteor feature called "share" where I declare the variable as "share.congress_geojson". That led to the same issues which I will describe below.
Now in the client.coffee file, I'm trying to call this variable to load into a Leaflet map.
congress_layer = L.geoJson(null,
style:
color: "#DE0404"
weight: 2
opacity: 0.4
fillOpacity: 0.1
)
congress_layer.addData(#congress_geojson)
This isn't working, and specifically (despite attempts to find other ways, the errors I'm getting in the console are:
Exception from Deps afterFlush function: TypeError: Cannot read property 'features' of undefined
at o.GeoJSON.o.FeatureGroup.extend.addData (http://localhost:3000/packages/leaflet.js?ad7b569067d1f68c7403ea1c89a172b4cfd68d85:39:16471)
at Object.Template.map.rendered (http://localhost:3000/client/client.coffee.js?37b1cdc5945f3407f2726a5719e1459f44d1db2d:213:18)
I have no doubt that I'm missing something stupidly obvious here. Any suggestions or tips for what I'm doing completely wrong would be appreciated. Is it a case where an object globally declared in a .js file isn't available to code in a .coffee file? Maybe I'm doing something wrong on the Meteor side?
Thanks!
Edit:
So I was able to get things working by putting the .js file containing the congress object in a root /lib folder, causing the object to load first, and then calling the congress object from the client. However, I'm still wanting to know how I could simply share this object from the server? What is the "Meteor way" here?
If you are looking for the Meteor way to order the loading of files, use the Meteor.startup function and put the initialization code there. That function is the $.ready of the Meteor world, i.e., it will execute only after all your files have been successfully loaded on the client.
So in your case:
Meter.startup ->
congress_layer.addData(#congress_geojson)
Here's what I'm currently using, which I think gets the job done, but there's got to be a better way:
func isWindows() bool {
return os.PathSeparator == '\\' && os.PathListSeparator == ';'
}
As you can see, in my case all I need to know is how to detect windows but I'd like to know the way to detect any platform/os.
Play:
http://play.golang.org/p/r4lYWDJDxL
Detection at compile time
If you're doing this to have different implementations depending on the OS, it is more useful to
have separate files with the implementation of that feature and add build tags to each
of the files. This is used in many places in the standard library, for example in the os package.
These so-called "Build constraints" or "Build tags" are explained here.
Say you have the constant PATH_SEPARATOR and you want that platform-dependent, you
would make two files, one for Windows and one for the (UNIX) rest:
/project/path_windows.go
/project/path_unix.go
The code of these files would then be:
path_windows.go
// +build windows
package project
const PATH_SEPARATOR = '\\'
path_unix.go
// +build !windows
package project
const PATH_SEPARATOR = '/'
You can now access PATH_SEPARATOR in your code and have it platform dependant.
Detection at runtime
If you want to determine the operating system at runtime, use the runtime.GOOS
variable:
if runtime.GOOS == "windows" {
fmt.Println("Hello from Windows")
}
While this is compiled into the runtime and therefore ignores the environment,
you can nevertheless be relatively certain that the value is correct.
The reason for this is that every platform that is worth distinguishing needs
rebuilding due to different executable formats and thus has a new GOOS value.
Have you looked at the runtime package? It has a GOOS const: http://golang.org/pkg/runtime/#pkg-constants
It's 2022 and the correct answer for go 1.18+ is:
At runtime you want:
if runtime.GOOS == "windows" {
// windows specific code here...
}
If you need to determine the filesystem path separator character
Use: os.PathSeparator
Examples:
c:\program files
/usr/local/bin
If you need the Path List separator as used by the PATH environment variable
Use: os.PathListSeparator
Examples:
/usr/local/bin:/usr/local:
"C:\windows";"c:\windows\system32";
Since this is an older question and answer I have found another solution.
You could simply use the constants defined in the os package. This const returns a rune so you would need to use string conversion also.
string(os.PathSeparator)
string(os.PathListSeparator)
Example: https://play.golang.org/p/g6jnF7W5_pJ
I just stumbled on this looking for something else and noticed the age of this post so I'll add a more updated addition. If you're just trying to handle the correct filepath I would use filepath.Join(). Its takes all of the guesswork out of os issues. If there is more you need, other than just filepath, using the runtime constants (runtime.GOOS & runtime.GOARCH) are the way to go: playground example
I tested in Go 1.17.1 which really worked for me.
package main
import (
"fmt"
"runtime"
)
func main(){
fmt.Println(runtime.GOOS)
}
Output:
darwin
With regards to detecting the platform, you can use Distribution Detector project to detect the Linux distribution being run.
The first answer from #nemo is the most apropiate, i just wanted to point out that if you are currently a user of gopls language server the build tags may not work as intended.
There's no solution or workaround up to now, the most you can do is change your editor's lsp configs (vscode, neovim, emacs, etc) to select a build tag in order to being able to edit the files with that tag without errors.
Editing files with another tag will not work, and trying to select multiple tags fails as well.
This is the current progress of the issue github#go/x/tools/gopls
In a Play 2.1 application, where is the proper place to store private assets?
By "private asset", I mean a data file that is used by the application but not accessible to the user.
For example, if I have a text file (Foo.json) that contains sample data that is parsed every time the application starts, what would be the proper directory in the project to store it?
Foo.json needs to be included in the deployment, and needs to be uniformly accessible from the code in both development and production.
Some options:
Usually the files goes to conf folder. ie: conf/privatefiles/Foo.json
If they are subject of often change you can consider adding to your application.conf path to the external folder somwhere in the filesystem (full path), in such case you'll be able to edit the content easily without redeploying the apps: /home/scrapdog/privatefiles/Foo.json
You can store them in database as well, benefits are the same as in previous option - easy editing.
In all cases consider using memory cache to avoid reading it from filesystem/database every time when required.
I simply use a folder called data at the application root. You can use the name you want or better, store the actual name in the configuration file.
To resolve its path, I use the following snippet:
lazy val rootPath = {
import play.api.Play.current
play.api.Play.application.path.getPath
}
lazy val dataPath = rootPath + "/data/"
You can do what I did, I got the answer from #Marius Soutier here. Please upvote his answer there if you like it:
You can put "internal" documents in the conf folder, it's the equivalent to resources in standard sbt projects.
Basically create a dir under conf called json and to access it, you'd use Play.resourceAsStream(). Note that this gives you a java.io.InputStream because your file will be part of the JAR created by activator dist.
My example is using it in a view but you can modify it as you want.
Play.resourceAsStream("json/Foo.json") map { inputStream =>
Ok(views.html.xxx(XXX.do_something_with_stream(inputStream)))
} getOrElse (InternalServerError)
You can also use Play.resource(), this will give you a java.net.URL, you can use getFile() to get the java.io.File out of it.
Play.resource("json/Foo.json") map { fileURL =>
Ok(views.html.xxx(XXX.do_something_with_file(fileURL.getFile())))
} getOrElse (InternalServerError)
I want to implement the function like embedding the socket function in my Lua build.
So I don't need to copy socket.core.dll any more (just for fun).
I search the maillist, and see some guys discuss the topic,
http://lua-users.org/lists/lua-l/2005-10/msg00269.html
But I have question for the details steps, who could give me a detailed steps for changing the lua and luasocket code to make them work together (not with dll method).
I tried these steps in windows xp with VC2008:
1) copy luasocket code to Lua project.
2) add some code
static const luaL_Reg lualibs[] = {
{"", luaopen_base},
{LUA_LOADLIBNAME, luaopen_package},
{LUA_TABLIBNAME, luaopen_table},
{LUA_IOLIBNAME, luaopen_io},
{LUA_OSLIBNAME, luaopen_os},
{LUA_STRLIBNAME, luaopen_string},
{LUA_MATHLIBNAME, luaopen_math},
{LUA_DBLIBNAME, luaopen_debug},
{LUA_SOCKETLIBNAME, luaopen_socket_core}, // add this line
{LUA_MIMELIBNAME, luaopen_socket_core}, // add this line
{NULL, NULL}
};
3) build the project, and run it.
When I type print(socket._VERSION), it shows luasocket 2.0.2, it is correct.
When I type print(socket.dns.toip("localhost")), it shows 127.0.0.1 table: 00480AD0, it is correct too.
But when I try to use other features, for example bind, it can't work.
Who could tell me the reason?
you need put luasocket stuff into the package.preload table, in this way:
lua_getfield(L, LUA_GLOBALSINDEX, "package");
lua_getfield(L, -1, "preload");
lua_pushcfunction(L, luaopen_socket_core);
lua_setfield(L, -2, "socket.core");
// add mime.core yourself...
luasocket is a mixed C/lua module, you need to bundle both versions into your application if you want it to work without any extra files.
socket.lua loads socket.core (from socket/core.dll)
mime.lua loads mime.core (from mime/core.dll)
So in order for your application to work you will need to build all the .dll files and the .lua files into your application and manually load them (or set them up to be loaded correctly via custom package loaders).
The email you quoted is tweaking the package.preload table (in a way that appears a tad odd now but might work anyway) to get the built-in C code to be loaded correctly when require is called.
Try running
for k, v in pairs(socket) do print(k, v) end
and maybe we'll be able to help.