Developing with Qooxdoo and multiple developers - version-control

I'm interested in Qooxdoo as a possible web development framework. I have downloaded the SDK and installed it in a central location on my PC as I expect to use it on multiple projects. I used the create-application.py script to make a new test application and added all the generated files to my version control system.
I would like to be able to collaborate on this with other developers on other PCs. They are likely to have the SDK installed in a different location. The auto-generated files in Qooxdoo seem to include the SDK path in both config.json and generator.py: if the SDK path moves, the generator.py script stops working. generator.py doesn't seem to be too much of a problem as it looks in config.json for an updated path, but I'm not sure how best to handle config.json.
The only options I've thought of so far are:
Exclude it from the VCS, but there doesn't seem to be a script to regenerate it automatically, so this could be dangerous.
Add it to the VCS but have each developer modify the path line and accept that it might need to be adjusted whenever changes are merged.
Change config.json to be a path and a single 'include' line that points to a second file that contains all the non-SDK-path related information.
Use a relative path to the SDK and keep a separate, closely located copy of the SDK for every project that uses it.
Approach 1 would be ideal if the generation script existed; approach 2 is really nasty; I couldn't get approach 3 to work and approach 4 is a bit messy as it means multiple copies of the SDK littered about the place.
The Android SDK seems to deal with this very well (using approach 1), with the SDK path in its own file with a script that automatically generates that file. As far as I can tell, Qooxdoo puts lots of other important information in config.json and the only way to automatically generate that file is to create a new project.
Is there a better/recommended way to deal with this?

As an alternative to using symlinks, you can override the QOOXDOO_PATH macro on the command line:
./generate.py source -m QOOXDOO_PATH:<local_path_to_qooxdoo>
(Depending on the shell you are using you might have to apply some proper quoting of the -m argument). This way, every programmer can use his locally installed qooxdoo SDK. You can even drop the QOOXDOO_PATH entry from config.json to enforce this.

We work with a symbolic link pointing to the sdk ... config.json contains just the path of the link.

Related

With Unity version 2020 and onwards, how to build for Windows to a single file?

I'm struggling to find any method that works with current Unity.
This for a conventional Windows build (not a Windows Universal via VS).
So, there's the separate data, dll, etc files of a build: how to create a civilian-usable "single exe" for Windows, with current Unity??
As said afaik this was actually always the case.
See e.g. Windows standalone Player build binaries to see a list of resulting output of a build. It exists back until version 2017.2.
So the short answer is:
It is how it is. You will always get multiple files and the data folder as output.
What you can do however is using a pack tool which simply packs all your folder content into one single exe file.
One example is Appacker
=>
BUT unfortunately there is one known issue: Windows Defender recognizes it and every exe created with it as malware. The reason for that is actually mentioned by the author in the link
Spoiler: A self-extracting .exe file? Windows Defender hates that trick!
So either with this tool or any similar one there is no real way around that except you need to trust the tool and your users need to trust you ^^
(The icon is also only used for the process window, not for the exe file itself ^^)
The long and correct way would probably be to create an actual installer for your final app which is then allowed to extract all the files to a certain location.
So in the end the user anyway will again have an exe and according data and dll files e.g. in the Programs folder but get a registered shortcut to the Start Menu which is just how any other application on Windows usually works like.
Just to add to the answer.
In 2020 if it's a game you should just use Steam. Making auto-update way easier for your users.
https://partner.steamgames.com/doc/gettingstarted

Is there an easy way to merge Localizable.strings files?

Problem: Using genstrings to create Localizable.strings files from a project. A few weeks later, some things changed and I run genstrings again. 75% of the new file is already in the old file. How could I merge the new file with the old file, so that the old file contains all of those 25% new key-value-pairs?
I recommend Localizable Strings Merge too. I use it on my projects and it really a simple to use and powerful software.
I just found the Localization Suite. Incredible powerful tool for free. I tried it on my project and it just works. Lacks documentation though.
I use a script to run genstrings with existing translations merged automatically when I build a project. Updated strings are detected by git or another source control you use. The script supports storyboard and xib localization too.
To run the script automatically, put the script into your project root directory, and add a Run Script phase with the following line to a target build phases in your project settings.
./mergegenstrings.py PathToSourceDir
My script is based on the script in this post. I modified it to support Swift and to add the arguments.
What about 3rd party applications like BBEdit? After all Localizable.strings file is a text file. BBEdit has a find differences feature and you can merge from old to new or opposite.
If you install XCode, there is also a standard application installed to merge files called FileMerge.app, you can find it in /Developer/Applications/FileMerge.app
I'm not sure but ReSharper may help you. teake a look at it.

Best practices for using Hg with Grails?

What should I check in/not check in? Since many of the files are sometimes auto-generated I'm not entirely sure how to handle this using version control...does it have something to do with tags?
For instance in ANT, I know not to check-in my target/bin directories...but Grails adds another level of confusion to this...since some of code is generated and some of it is not.
(It may become clearer as I go...but it seems to be that there needs to be some way of being able to tell what was just generated and what was modified by a developer so that it needs to be placed in version control)
Here's the .hgignore directory I've got on my most recent grails project (with a couple of project specific things taken out):
syntax: glob
out
target
logs
*.iml
.idea
*.iws
*.war
workspace.xml
lib/build
lib/compile
lib/runtime
lib/test
~$*
stacktrace.log
*.tmproj
*.launch
reports/
*.orig
*.zip
.DS_Store
*/.DS_Store
web-app/WEB-INF/classes
cobertura.ser
The generated code in Grails should be placed under version control. It's not secondary executable code that is generated by the build process like class files, but instead is code that is part of your source. The generated code is intended to be just a starting point for your application and will most likely be modified at some point anyway.
Also check this:
http://www.grails.org/Checking+Projects+into+SVN
and this:
https://stackoverflow.com/questions/4201578

How to setup a DotNetNuke Development Environment with Source Control?

My team is developing a new DotNetNuke web application and would like to know what is recommended to setup a development environment with source control and automated builds? We would like to keep the DNN source code separate from our custom modules and extensions source code.
The DotNetNuke Compiled Module template for Visual Studio wants us to store the source code in the DesktopModules directory of the DNN source code and output to the DNN source code bin directory. Is this the recommended structure? I would rather keep the files in different locations, but then it becomes more difficult to run and debug locally as it would require an install of the module for each change. Also, how should an automated build deploy any changes?
How have others set this up? Is there a recommended best practice?
For my source control, I develop modules in their own project. This contains the module code, test code, data provider code (if applicable) and anything else. This is checked into source control like any other project. Note that the module project contains no links to a specific DNN website, and DNN references are made in the project to a common "bin" directory that references your target build. For example, in my projects folder, I have \bin460 , \bin480, \bin510, \bin520 etc. Each of these folders holds a set of binaries for a specific DNN version. That way you can build against a particular version but test against any version you like.
The problem with source-controlling a module in place in a dnn install is
- sometimes not all of the module code is easily isolated under a single parent directory
- doesn't lend well to a PA module approach
- not easy to shift the project to a different DNN Version for development or testing
- easy to inadvertently source control parts of the DNN solution, particularly with integrated VS source control solutions.
This approach compiles quickly because you're not trying to compile the entire project. For test deployment I have a build script that copies the various parts of the module into a target website. This can be done via the compile (link the build script) or just run after you've had a successful compile in a cmd window. My build script has a 'target' environment switch, so that I can say 'dnn520' to deploy the build to my test dnn520 install. Note that you need to manually create the module configuration first before this will work, but this is a one-time effort, and you can use the export feature to create your .dnn module manifest.
To build your module package, invest the time in a comprehensive script which will take the various parts from your source directory, and zip them into an install package. Keep all of the parts in your source control folder, and copy them into a temp directory, then run a command-line zip utility (I use an ancient version of pkzip) to pack it into an installable file.
The benefits of this approach is :
- separation of module code from installed code
- simple way of keeping only the module code in source control (don't have to exclude all the website code)
- ability to quickly test out modules in different dnn versions
- packaging script allows you to quickly and easily build a new version of a module for install testing/deployment
The drawbacks are
- can't use the magic green 'go' button in VS (have to manually attach debugger)
- more setup time than developing in-place
We typically stick to keeping the module code in a folder under DesktopModules and building to the website's bin directory.
In source control, we just map the individual modules, rather than the entire website. Depending on what we're working on, a module may be an entire project in source control, or we may have multiple related modules in the same project, living next to each other.
Automatically deploying changes is somewhat difficult in DNN. It's highly recommended to have a build script that packages your module into an installable form. You can then copy installable packages into the website's Install/Module folder, and get the URL /Install/Install.aspx?mode=InstallResources, which will install any packages in that folder.
In response to bduke's answer. You should, and don't want to build projects in the DesktopModules folder.
That's where all of the source code for the site out of the box goes.
That's where you modules will be "installed" and thus if someone "updates" or re-installs one, then it will be overwritten
It can make upgrading your Application far more difficult. Many developers don't understand that the idea of not touching the original source code files to modify their behavior. BECAUSE it will just be overwritten when you perform an upgrade.
If you want to build modules, create a solution folder called Modules and place your seperate project modules there.
If you want to debug them, make the target debug output point to the web\bin folder.
If you want to install/deploy them. Build it in release mode and install them through the Module/Extension filter.

Adding a static library to an iPhone project

The motivation for this question is me trying to get LDAP functions to work with an iPhone application which is a project I'm attempting for part of my dissertation.
When I was developing the application I used the ldap.framework framework that is part of Mac OS X. This works fine in the simulator, but when I try to now get the app on a device it tells me that I'm not allowed to use this framework.
After some research I found that I could build openldap using the arm architecture and add the static library to my application destined for my device.
I eventually managed to compile configure and build openldap by setting variables as mentioned here and using the following commands...
Ade$ ./configure CC=$DEVROOT/usr/bin/arm-apple-darwin9-gcc-4.0.1 \
LD=$DEVROOT/usr/bin/ld --host=arm-apple-darwin --with-yielding_select=yes
Ade$ make depend
Ade$ make
I was told that the file I'm looking for will have an extension of '.a' so I searched for a '.a' file that mentions ldap...
Ade$ sudo find / -name *ldap*.a
Password:
/Users/Ade/Desktop/openldap-2.4.16/libraries/libldap/.libs/libldap.a
/Users/Ade/Desktop/openldap-2.4.16/libraries/libldap_r/.libs/libldap_r.a
So I assume these are the files I need?
My question is what do I do next? I know I need to add the library to the Xcode project and probably add a load of '.h' files too?
If anyone can give me a pointer to documentation or shed any light on the next stage I would be really grateful.
Many thanks,
Ade
ps. I have also talked about this process on my blog at www.greenpasta.com.
I've done this same thing to build an LDAP client for the iPhoneOS 2.2. You just to drag the .a into the "link with libraries" build stage. I recommend using the regular (non _r) version of the library, unless you specifically need reentrancy on your ldap stuff (which I don't recommend). You can also add the .h's to your project, which is generally the easiest way to access them.
Simply drag the .a files into the Xcode project and choose "copy files into project". I'm not familiar with OpenLDAP but I think the _r version is just a threadsafe version. I would recommend using that and not copying the other. You should probably not copy both files into Xcode or you will get link errors.
Then do the same for the .h files that define the client APIs of OpenLDAP - again I'm not sure which these are but I'm sure you can find out easily.
I would advise organising the .a and .h files together in a Xcode group under resources.
Include the header files in your source and you should be good to go.
You may also need to add -lldap to your linker command (in the build settings pane).