How to instal no flo on a mac to show the visual interface - noflo

Im trying to install and play with no flo. I have a Mac 10.9.5.
I have tried to follow the instructions as detailed in http://noflojs.org/documentation/. I've installed noflo, built the project and got the calculator to run. Lovely. However there's also the instructions here: http://noflojs.org/documentation/installation/ which I assume I don't have to do because its about installing from git and I've already got noflo installed. It has something confusing about grunt which I've never used before and which is confusing as you have to install grunt globally as well as locally for each subfolder. However I think I dont need to do this (correct me if I'm wrong) as I've already got no flo to work on the command line.
My question is: how do I get the visual interface with all the draggable components to work on my mac now that I've got noflo installed.

The visual IDE used for NoFlo is Flowhub. It is separate from NoFlo itself, because it can also be used with other FBP/data-flow runtimes.
Setup Flowhub for
NoFlo on node.js or NoFlo on browser

Related

Loss of developer ergonomics after packaging code as library

I have made a few applications (using webpack, babel, react, d3, npm etc.) that uses very similar charting code. I am in the process of splitting out that charting code into an npm package which multiple apps can then import.
To test this out, I've embedded a demo app inside my chart libraries project directory and install the library at its file path. Now, presumably i'll be able to install this in depending apps A, B and C and so on, and I can change my chart libary and all apps will reflect these changes.
The first thing I noticed is that I now have to cd into my chart library and run npm run build (which runs webpack) any time I change something, and then cd into the depending app I'm working on and run npm i. This can perhaps be improved by using npm link but there are issues there as well (such as versioning and deploying to my server). So my first question is about what a decent rapid development approach looks like now that my charting code is in a separate npm project.
The other problem I've noticed is that I've lost two valuable features with respect to my chart library code. Code completion in VSCode and debugging in chrome dev tools. I'm not sure why VSCode code completion has stopped working. And for debugging, how would i be able to debug both my depending app and the library its depending on at the same time in chrome?
I would use npm link. It's immensely helpful when working on a library and its integration side by side.
Check the Chrome settings to make sure it's not instructed to skip libraries in Settings -> Framework Blackboxing, see e.g., http://blog.edenhauser.com/tell-chrome-debugger-to-ignore-libraries/.

Twitter-Bootstrap 3.3.7- Getting Started

I'm stumped. I cannot understand the getbootstrap.com Getting Started info. I'm running on Windows 7 Pro. I would like to use Pingendo - which I'm new to - to create my website.
I downloaded the distribution version bootstrap-3.3.7-dist.zip (pre-compiled) and unzipped it. Then I came to the MaxCDN code. Where do I put that code??
For the source code version, I see references to things I don't know about: Bower, npm, Composer, Grunt, Less, and SASS. All these appear to be Linux based tools - from the command lines shown. How does one accomplish the same thing under Windows without installing yet more tools? Do I even need to compile this code to use the greater features?
You can either add the downloaded bootstrap css and js files to your project and reference them or you can just use the cdn which is just the same files hosted on a server. You do now have to know about any of those to get started with Bootstrap. They are just additional ways to install it, and different preprocessors that you can leverage.

Do I need to install wxWidget library separately when I download the wxFormbuilder?

I have recently started GUI development using wxwidget using C++ and MinGW.
Do I need to install wxWidget library separately when I download the wxFormbuilder?
Yes, you need wxwidgets installed to work with formbuilder. I suggest you to install codeblocks with mingw which you can find http://www.codeblocks.org/downloads/26 and follow this link https://wiki.wxwidgets.org/CodeBlocks_Setup_Guide to compling wxwidgets. When you are installing formbuilder for the first I guess it will ask for the location of wxwidgets installed directory so you need to have this or else you can setup this later.
Let me know if you have queries

Install Mono Runtime Locally

Here is my situation. I am on a Mac using Brew as my package manager. I had mono installed on my machine and I was doing all sorts of development in C#. I was doing web development, gui development, ect. When I tried to update my machine using Brew, I got an error. Uninstalling Mono solved the issue.
So, what I did is I toyed around and I created a 2nd user on my machine. Now, this user doesn't need anything to work. I just need Mono and Mono Develop to work on this user without installing anything globally. Everything needs to be installed locally.
So to be specific, I am the only on who uses my machine. My /Users directory looks like this.
/Users/dillon
/Users/dummy
So if I could install mono, in let's say:
/Users/dummy/.mono
Then in my .profile:
export MONO_PATH=/Users/dummy/.mono
Obviously this isn't a perfect world but I was wondering if anyone is an expert on this subject?
(Also, I use this dummy user for other stuff, I use it for Wine and I have a collection of software from school on this user.)
You need to build Mono from source to install it into a custom location (in which case you can install it anywhere you like).
You can install MonoDevelop.app anywhere, but getting it to use your custom Mono is a bit trickier. You might be able to make it work by mucking around with the relevant environment variables though.
How to install Mono in a custom location and the relevant environment variables is all covered here: http://mono-project.com/Parallel_Mono_Environments

How can I fix a missing mscorelib.dll error that occurs when trying to run a Mono for Android app?

In MonoDevelop when compiling and running an app developed for Android against the simulator, the app compiles then crashes immediately in the simulator with the following application output...
E/mono ( 225): The assembly mscorlib.dll was not found or could not be loaded.
E/mono ( 225): It should have been installed in the `/home/jon/Development/xamarin/mono/BUILD/armeabi/install/lib/mono/2.0/mscorlib.dll' directory.
Keep in mind that I'm not Jon so I don't even know where it's getting the /home/jon path configuration. Though I have found that path in other similar but ultimately unrelated searches on the internet so I imagine it's a path on some other devs machine.
mscorlib.dll is indeed on my machine. located here...
/Developer/MonoTouch/usr/lib/mono/2.1/
and here...
/Developer/MonoAndroid/usr/lib/mono/2.1/
I've tried targetting various Android SDK environments (currently 2.3 and the simulator is currently running under the 2.3 SDK environment as well).
I'm on Mac OSx 10.7.2. Using the latest version of MonoDevelop, Mono and Mono for Android. I've also got the latest MonoTouch installed as well and iPhone apps compile fine if that's worth anything.
The closest thing I can find to a hint at the issue is here...
http://phonicuk.com/Forums/ViewThread.aspx?tid=401
I've tried reinstalling Mono and Mono for Android but admittedly have not tried uninstalling in entirely before a reinstall. I've searched within files for the /home/jon path thinking that it must be a configuration somewhere but haven't been able to find it anywhere.
I found this... Mono return error: mono mscorlib.dll was not found
Along with a few other things that were sort of in the same vein, but ultimately nothing that seems to be a fix.
Any ideas?
Update: From the suggestions in jonp's answer below it indeed seems like the Mono.Android.DebugRuntime package is not installed. So far I've tried a couple of MonoAndroid reinstalls and have tried removing MonoAndroid entirely beforehand. I'm trying to figure out if there is a way to add the package manually, but I'm so new to this.
Another update: Not sure why I didn't try this already, but I created a HelloWorld MonoAndroid app and it works fine. The compilation took a while longer too for that one and I could see if was setting up the required packages, so there has to be an issue with the specific solution.
When you install a Debug build of your app on the device, three .apk files are installed:
Mono.Android.DebugRuntime, which contains libmonosgen-2.0.so, mscorlib.dll, etc.
Mono.Android.Plaltform.ApiLevel_N, which contains Mono.Android.dll for API level N.
Your application.
My guess is that the Mono.Android.DebugRuntime package has not been installed. To check this, run:
adb shell pm list packages | grep Mono.Android
I'm going to guess that it's missing. :-)
Next, why is it missing? When you Run the app within MonoDevelop, all required packages are checked for and installed. It seems rather odd that it wouldn't be. Is your device low on disk space?
adb shell df /data
How are you launching the emulator? If you're launching within MonoDevelop, there should be enough free space to install all of the above packages. However, if you launch it yourself, the default /data size is 64MB, which isn't enough to support a Debug build environment. Please launch the simulator from MonoDevelop and re-Run your app, or launch the emulator so that it has enough free space:
emulator -partition-size 512 -avd YOUR_AVD_NAME