BuildScripts | Build scripts for building PySide
kandi X-RAY | BuildScripts Summary
kandi X-RAY | BuildScripts Summary
Build scripts for building PySide from the Git repositories. Supports several Desktop Linux distributions, MeeGo Netbook and Mac OS X. Patches to support other distrubutions/systems welcome.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of BuildScripts
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Trending Discussions on BuildScripts
QUESTION
I have an Azure DevOps Yaml build pipeline. The yaml file calls a PowerShell script, like so:
...ANSWER
Answered 2021-Jun-09 at 04:58Output variables can be referenced by macro syntax: $()
, so it should be:
QUESTION
I'm using Gulp 4 and Webpack 5 on a Bootstrap 5 project and when I bundle my scripts, Gulp generates a bundle.js
(as expected) but it also generates a bundle.js.LICENSE.js
file.
I can't see anything in my build task that would create that.
It only seems to be the case when I import 'bootstrap'
or import Popper from 'popper.js/dist/umd/popper'
.
Is there a way to disable the generation of that LICENSE file? I'm guessing there's something in the Bootstrap 5 js that's forcing Gulp or Webpack to create that file(?)
Any thoughts would be appreciated. Here's my build scripts task:
...ANSWER
Answered 2020-Nov-23 at 22:51The addon Webpack uses to optimize files is called Terser and has options to extract inline comments matching a certain pattern to an external file (which by default is that License pattern you are seeing).
QUESTION
I'm trying to make DNN module FormAndList (aka UserDefinedTable) to compile while I included it's project into solution, which is placed in different directory (3 folders up). And I edited MSBuild.Community.Tasks.Targets
file so that it would find correct path to library MSBuild.Community.Tasks.dll
. And it works for Debug mode, but when I compile it in Release mode it gives me this error:
The "MSBuild.Community.Tasks.XmlRead" task could not be loaded from the assembly D:\Projects\SolutionFolder\Host\DesktopModules\UserDefinedTable\BuildScripts\MSBuild.Community.Tasks.dll. Could not load file or assembly 'file:///D:\Projects\SolutionFolder\Host\DesktopModules\UserDefinedTable\BuildScripts\MSBuild.Community.Tasks.dll' or one of its dependencies. The system cannot find the file specified. Confirm that the declaration is correct, that the assembly and all its dependencies are available, and that the task contains a public class that implements Microsoft.Build.Framework.ITask.
I compared both MSBuild.Community.Tasks.Targets
and ModulePackage.targets
files with another module, which works perfectly, but I didn't find any crutial difference between them.
Problem is that during compilation it tries to find MSBuild.Community.Tasks.dll
iside folder where build scripts are, but it should search for it in D:\Projects\SolutionFolder\packages\MSBuildTasks.1.5.0.235\tools
.
I already edited all places that I found with path's in .csproj and MSBuild.Community.Tasks.Targets
but it works only for Debug mode. What am I missing?
ANSWER
Answered 2020-Sep-08 at 14:33In your projects you have something like:
QUESTION
We have a post build event command to perform code signing. Recently getting the below errors.
...ANSWER
Answered 2020-Aug-13 at 10:48Used batch script to perform the signing operation & added retry signing based on "ERRORLEVEL" value.
QUESTION
I want to load a bitmap from disk. I am using the Bitmap class in System.Drawing, which makes it very simple.
However, when I deploy to macOS, I get an exception.
DllNotFoundException: /Users/bokken/build/ouput/Unity-Technologies/mono/external/buildscripts/add_to_build_results/monodistribution/lib/libgdiplus.dylib
Is there a simple way to load bitmaps that doesn't create this error, or alternately, how do I fix this error?
...ANSWER
Answered 2020-Jun-24 at 20:30Unity is cross platform, but C# .NET Framework is not.
So to keep your game cross platform, you either use other cross platform libraries (somewhere published on the Internet), or stick to capabilities of Unity.
Unity provides, for example a Texture2D
class, that can be a workaround. Some more info from this thread
QUESTION
I'm trying to up a docker from an existing project to run our integration test.
The solution file has directory navigation to a folder outside my context configured in docker-compose (build:context). This is my docker-compose.yml
file
ANSWER
Answered 2020-Jun-11 at 14:48Quick answer. You cannot.
A little longer answer:
For Docker, it is always Dockerfile
and below that Docker can access.
The COPY
commands in the Dockerfile
are relative to the current folder.
You might have to re-arrange your project structure. Move your Dockerfile at the root, probably next to the solution file, and adjust all the project references relative to that folder.
You should also focus on .dockerignore
file and mention all the files/folders that you don't want copied. This'll help you reduce the context
that gets copied inside the docker image. (generally the first line of docker build
command). Hope this helps.
QUESTION
i want compile mongodb
from source in OpenBSD 6.6
according this link we must be changed compiler version in scons
parameters but this parameters has not effect.
after install any requirements :
...ANSWER
Answered 2020-Apr-04 at 13:58Where did you get that --cc=egcc --cxx=eg++ sets the compiler? That would imply the Mongo build scripts have set up to accept those two arguments, and at a quick glance (just the SConsctruct) I don't see it. Maybe try CC=egcc instead?
QUESTION
ANSWER
Answered 2018-May-16 at 08:36Your html file needs to link to bundle.js
QUESTION
I have this script that I need to run with node
through the CLI.
And this script has a file relative file reference as:
...ANSWER
Answered 2019-Nov-05 at 18:50The following question (link below) helped a lot (it's not a duplicate, though):
What is the difference between __dirname and ./ in node.js?
And here is the working version of the script. It works no matter where you execute it from.
QUESTION
My current Gulp files correctly compiles src to dist for each project folder. The problem is, it doesn't actually watch for new changes after I run gulp watch.
My project directory:
template-parts/blocks/{project-name}/src/css/*.scss
template-parts/blocks/{project-name}/src/js/*.js
template-parts/blocks/{project-name}/dist/css/*.scss
template-parts/blocks/{project-name}/dist/js/*.js
Here's my current Gulp file. Search for "Process, lint, and minify Sass files" to jump to the Scss task.
Any idea what I've done incorrectly? I've largely been following various guides and Stackoverflow posts to get where I am so far. I'm so close!
...ANSWER
Answered 2019-Oct-04 at 17:45Wow! I spent so much time trying to figure this out. Then 60 seconds after posting my question I just happened to figure it out.
Here's the fix:
I changed:
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