I want to switch my python-IDE from idle to pydev (eclipse). I am using a couple of modules which I have as compiled bytecode (*.pyc) only. In idle that was never a problem and it even offers code completion for those compiled modules. But pydev gives me a lot of "undefined variable" errors - however the code is interpreted correctly.
Is there a way pydev can handle bytecode modules the way idle does? Perhaps without decompiling the files?
Try adding the modules as forced builtins.
To do that, go into Settings → PyDev → Interpreter - (Python/Jython/IronPython as approriate), select the interpeter you're using, and add it to the list on the Forced Builtins tab (look here for more details).
(Note that you may or may not have to add multiple entries for subpackages and modules; for example to get Fabric working properly one needs to add both fabric and fabric.api)
That makes PyDev load those modules into an interpreter to get code-completion and error checking data, rather than just analysing source code.
I've not tried it for .pyc files, but it works for other things like importing something that's generated dynamically by a script's __init__.py or something (ie fabric) so it might work for you.
(see also this FAQ and that one on the PyDev site)
Related
I'm playing around with writing modules in Raku, when it made sense for me to break a piece of functionality off into another .rakumod file. How can I link these files together when I compile?
I tried to pull the other module to my main module via:
use MyProject::OtherModule;
But I get an error that it can't find this module even though they're side by side in the directory. I tried looking at some OSS projects in the Raku world, most of them are one file, the compiler Rakudo seems to use multiple module files but I can't figure out how they're linked.
Do I have to publish this module every time I want to run my project? How do I structure this if my project gets huge? Surely the best solution isn't to have it all in one file?
Edit: I should also note that I used this at the top of my new module too:
unit module MyProject::OtherModule;
When running locally, if you have your META6.json declared, you can use
raku -I. script.raku
and it will use the uninstalled versions, and you don't need to add any use lib in the script.
Due to:
extensive usage of code auto-generation (notably for the .isa instruction and decoder sublanguage)
scons symlinking sources into the build tree, and in particular symlinking src/arch/ARCH to src/ARCH
it becomes very hard to setup Eclipse to work well with gem5.
Has anyone managed to achieve a good setup? Especially interested in Linux hosts.
I have achieved a very good setup with the following horrendous hack: define the Eclipse project inside the build/ARM directory itself!
This is done by creating a "New makefile project with existing code" in the build directory. You will also want to fix the C++ standard library as mentioned at: How to solve "Unresolved inclusion: <iostream>" in a C++ file in Eclipse CDT?
This works amazingly because the way the gem5 build system works as of May 2020, the build/ARM directory contains exactly the final compilation tree, including all the source symlinks and autogenerated code,.
This setup is not perfect because there is still some C++ stuff in build/ outside of ARM, e.g. ext, but 99% of the time we don't care about those, and I can perfectly navigate key autogenerated code such as instructions and decoder.
I then just build via the command line normally with scons.
Humongous autogenerated files like exec-ns.cc.inc turn on Eclipse's large file limited mode. Notably, if you want to jump to a definition, Ctrl + click does not work for me, so I just copy the symbol of interest and Ctrl + Shift + T to go to its definition.
I don't usually bother to try GDB step debug gem5 through Eclipse and use it mostly for code navigation, since GDB Dashboard tends to work well enough for me, and I often need to do new log collection runs and I sometimes use reverse debugging when things get serious.
But I have tested step debugging through Eclipse, and it did work normally (no reason not to I guess), you just have to set it up in exactly the same was as for any other C++ application with a Makefile, i.e. basically tell eclipse the Binary name and the desired CLI on the debug configurations.
You have of course as usual to choose between a gem5.debug debug build or a gem5.opt build, where the .debug build is about 10-20x slower but gives greater debug visibility. In general, if the time to reach the point of interest in a debug build starts to annoy you however, what you tend to really want is to do use reverse debugging.
This is also mentioned at: https://cirosantilli.com/linux-kernel-module-cheat/#gem5-eclipse-configuration
Tested in Eclipse 2020-03.
I got chance to migrate Flex application to Apache Royale, able to run helloworld applications. started migrating Application, getting couple of exceptions. bellow is the one.
we are using the
AdobeSpelling.swc
AlivePDF.swc
Cairngorm.swc
flexmdi.swc
FlexUnit.swc
spcairngorm.swc
these '.swc' libraries.
how can i import these or is any similar libraries in royale compatible files.
i found asconfig.json file - external-library-path - but i am compiling my application with maven pom.xml.
Please help me, basic migrations
Error Log:
Warning: Definition com.model.ModelLocator could not be found.
import com.model.ModelLocator;
Warning: Definition com.util.customComponents.CustomMenuBarEvent could
not be found.
import com.util.customComponents.CustomMenuBarEvent;
There is two path which you can go in case of migrating.
Emulation Components. However there is a chance that some of
the components wasn't added to emulation so you may get exceptions
and this would be the place where you can add them and make pull
requests to Royale. Those components allows you in best case
successfully build your application without changing drastically UI
part, but you may won't see anything on the screen or it may be
messed, cause there wasn't volunteer who could work on displaying
better them.
Another path is to distinguish your pure ActionScript code (no
dependency to Flash) from UI part - pure AS3 code should ported
without any problem - and rewrite UI from scratch using Basic module
or Jewel
All libraries which you have mention have strong dependencies to Flash, so my recommendation is to find JS replacement for them and use it in your porting. There is also PureMVC which is working pretty good with Royale - it's has been tested in several applications already.
I am working on a project using kotlinjs for nodejs and I start to learn coroutines and integrate them into my code to say goodbye to the callback hell.
I managed to get coroutines working, my code can be compiled and executed, everything seems fine.
...except: The IDE still shows me errors. It seems to be confused by the additional libraries I added in order to get coroutines running.
I am currently fiddling around with the library dependencies, sometimes some errors go away, but then some code gets red which was okay before...
This is what I see:
Case 1:
Cannot access class 'kotlinx.coroutines.experimental.CoroutineContext'. Check your module classpath for missing or conflicting dependencies
Case 2:
Unresolved reference: JsModule
Modifier 'external' is not applicable to 'class'
You see, launch is recognized when I add the stdlib, but then the IDE complains with the other two errors.
Again, please note: In both cases, actual compilation is successful!
I am using IntelliJ 2018.1 with Kotlin Plugin 1.2.41.
Thanks to Alexander Chernikov at youtrack.jetbrains I could resolve my problem.
I cite his explanation:
The issue is that JavaScript libraries should be marked with special attribute to be recognized.
When they are imported from pom.xml or build.gradle, this mark is set, so the feature works.
In your project they are not marked.
At the moment, to correct the libs manually, please open .idea/libraries/org_jetbrains_kotlin_kotlin_stdlib_js_1_2_41.xml and .idea/libraries/org_jetbrains_kotlinx_kotlinx_coroutines_core_js_0_22_5.xml.
In both files find type="repository" and replace it with type="kotlin.js".
Make sure IDEA sees the change. (You can exit IDEA, make the change and restart.)
Then you can keep only these two libs in dependencies. The editor should work.
Here is the issue link:
https://youtrack.jetbrains.com/issue/KT-24575
There I have also attached a sample project with the problem.
I have a solution that is using an hybrid .csproj and project.json combination (for nuget management purposes). So basically the "project.json" file is working as a "packages.config" file with a floating version capability.
This solution is using a custom RuleSet that is being distributed via Package, and is imported automatically. On the dev machine, works without a problem.
At the build machine (that is, inside the machine itself, working as an user) the solution also compiles without a problem.
However, when a vNext build (is this the name for the new build system?) is queued, it ignores completely the custom ruleset and just uses the StyleCop one (that is also included), which gives a bunch of warnings. Said warnings should not appear as the Custom RuleSet basically suppresses those warnings (ie: Warning SA1404: Code analysis suppression must have justification,
Warning SA1124: Do not use regions, etc)
As far as I have checked, there is no setting to specify the ruleset, and this works with XAML Builds. What is different in this new build system that is causing this? Is there a way to force/specify the Code Analysis Rule Set from the definition?
Thanks in advance for any help or advice on the matter.
Update/Edit
After debugging back and forth with the wonderful help of jessehouwing I must include the following detail on my initial report (that I ignored as I did not know that it was influential):
I am using SonarQube Analysis on my build definition.
I initially did not mention it as I did not know that it replaces the Code Analysis at Build Time (and not only when it "analyzes", as I thought).
If you are using the SonarQube tasks
The SonarQube tasks generate a new Code Analysis Ruleset file on the fly and will overwrite the one configured for the projects. These rulesets will be used regardless of what you've previously specified.
There is a trick to the naming of the rulesets through which you can include your own overrides.
More information on the structure can be found in the blog post from the SonarQube/Visual Studio team. Basically when you Bind your solution to SonarQube it will generate 2 ruleset files. One which will be overwritten during build, the other containing your customizations.
There is a toolkit/SDK to generate a SonarQube plugin for custom analyzers which allow you to import your rules into SonarQube, so it will know what rules to activate for your project(s).
If you're not using SonarQube
Yes you can specify the ruleset you want to use and force Code Analysis to run. It requires a couple of MsBuild arguments:
/p:RunCodeAnalysis=true /p:CodeAnalysisRuleset="PathToRuleset"
Or you can use my MsBuild helper extension to configure these settings with the help of a UI template: