When I build my static blog using next.js, the build generates warning messages when it processes a particular markdown file (a blog post).
The message below tells me I have an unrecognized unicode character in file 504 of 741, but I do not know how to identify the name of this file. How can I discover which particular file is causing this message?
❯ yarn build
yarn run v1.22.19
$ next build && node ./scripts/generate-sitemap && node ./scripts/searchCache
info - Loaded env from /Users/john/projects/websites/blog/.env
info - Checking validity of types
warn - You have enabled experimental features: optimizeUniversalDefaults
warn - Experimental features in Tailwind CSS are not covered by semver, may introduce breaking changes, and can change at any time.
info - Creating an optimized production build
info - Compiled successfully
info - Collecting page data
[=== ] info - Generating static pages (504/741)LaTeX-incompatible input and strict mode is set to 'warn': Unrecognized Unicode character " " (160) [unknownSymbol]
Related
I've set up a new NX Integrated project with the #NRWL Next plugin.
I'm using the new NextJS App folder
When I run build I get the following error:
The following suggested values were added to your tsconfig.json. These values can be changed to fit your project's needs:
- include was updated to add '../../dist/apps/my-project/.next/types/**/*.ts'
info - Checking validity of types ...Failed to compile.
Type error: Cannot find module '../../../../../app/configurator/page' or its corresponding type declarations.
I'm getting the below error while writing the test case against my home page, which contains the landing image.
FAIL src/test/unit/pages/home.test.tsx
● Test suite failed to run
Jest encountered an unexpected token
Jest failed to parse a file. This happens e.g. when your code or its dependencies use non-standard JavaScript syntax, or when Jest is not configured to support such syntax.
Out of the box Jest supports Babel, which will be used to transform your files into valid JS based on your Babel configuration.
By default "node_modules" folder is ignored by transformers.
Here's what you can do:
• If you are trying to use ECMAScript Modules, see https://jestjs.io/docs/ecmascript-modules for how to enable it.
• If you are trying to use TypeScript, see https://jestjs.io/docs/getting-started#using-typescript
• To have some of your "node_modules" files transformed, you can specify a custom "transformIgnorePatterns" in your config.
• If you need a custom transformation specify a "transform" option in your config.
• If you simply want to mock your non-JS modules (e.g. binary assets) you can stub them out with the "moduleNameMapper" config option.
You'll find more details and examples of these config options in the docs:
https://jestjs.io/docs/configuration
For information about custom transformations, see:
https://jestjs.io/docs/code-transformation
Details:
/Users/xys/Documents/work/working/project-code/client/src/asset/images/landing/landing.png:1
({"Object.<anonymous>":function(module,exports,require,__dirname,__filename,jest){�PNG
SyntaxError: Invalid or unexpected token
> 1 | import LandingImage from '~/asset/images/landing/landing.png';
| ^
2 |
3 | const Images = {
4 | LandingImage
at Runtime.createScriptFromCode (node_modules/jest-runtime/build/index.js:1796:14)
at Object.<anonymous> (src/asset/index.tsx:1:1)
Test Suites: 1 failed, 1 total
Tests: 0 total
Snapshots: 0 total
Time: 1.012 s
Ran all test suites related to changed files.
I have tried the below-suggested solution in jest.config.js file but unable to resolve this.
"\\.(jpg|ico|jpeg|png|gif|eot|otf|webp|svg|ttf|woff|woff2|mp4|webm|wav|mp3|m4a|aac|oga)$": "<rootDir>/client/src/tests/unit/fileMock.js",
Also, I tried all the solutions suggested in the below site.
Importing images breaks jest test
If you try to import an image (binary file), please try this within your package.json file:
"jest": {
"moduleNameMapper": {
"\\.(jpg|ico|jpeg|png|gif|eot|otf|webp|svg|ttf|woff|woff2|mp4|webm|wav|mp3|m4a|aac|oga)$": "<rootDir>/client/src/tests/unit/fileMock.js",
}
}
get more information in jest docs here: https://jestjs.io/docs/code-transformation
I'm trying to create snap package of a Qt/QML application, the application is packaged well, when I try to run it I get /snap/swipe-app/x2/bin/qt5-launch: 74: exec: application: not found error.
here's my snapcraft.yaml file
name: swipe-app # you probably want to 'snapcraft register <name>'
version: '0.1' # just for humans, typically '1.2+git' or '1.3.2'
summary: Single-line elevator pitch for your amazing snap # 79 char long summary
description: description
grade: devel # must be 'stable' to release into candidate/stable channels
confinement: strict # use 'strict' once you have the right plugs and slots
apps:
swipe-app:
command: qt5-launch application
plugs:
- unity7
- home
parts:
application:
# See 'snapcraft plugins'
plugin: qmake
project-files: ["snap.pro"]
source: .
build-packages:
- qtbase5-dev
stage-packages:
# Here for the plugins-- they're not linked in automatically.
- libqt5gui5
after: [qt5conf] # A wiki part
As you have told the launch script that your program is called application then it will try to execute application from the current working directory when you run your snap. There are two things to note here:
The working directory is preserved from the terminal outside the snap context. For example if you are in your home directory /home/your-user then the working directory for swipe-app will also be /home/your-user.
As the working directory above is your home directory then commands without any anchor, such as application, will try to execute in your home directory. So in your example the launch script will attempt to run the command equivalent of /home/your-user/application.
You can fix this by either ensuring that the launch script executes a cd to change the working directory, e.g. cd $SNAP; or anchor your command by adding an achor, e.g. command: qt5-launch $SNAP/application.
Another thing you might need to check is that your qmake build actually outputs a binary called application. If you have not set TARGET= in your snap.pro project file then the binary will default to being called snap, not application. The line should read TARGET=application to make a binary called application: (ref: https://doc.qt.io/qt-5/qmake-variable-reference.html#target).
I am attempting to make a migration from D7 to D8 using Migrate Manifest. I have all the migrate modules installed (i.e. the 3 core migrate modules, Migrate Upgrade, Migrate Plus, Migrate Tools and Migrate Manifest). I followed the directions at this link: https://www.drupal.org/node/2350651 to prepare my manifest file. This is the relevant part of my resulting yaml file (truncated for brevity):
- block_content_body_field
- block_content_entity_display
- block_content_entity_form_display
- block_content_type
- d7_block
- d7_custom_block
When I ran the migrate-manifest via Drush, as specified by the directions in the link above, I received an error declaring a parse error pointing to the first line in the yaml list. This is the exact error: Unable to parse at line 1 (near " - block_content_body_field").
I tried several debugging steps:
I checked a yaml linter to see whether my file was properly formatted. My file passed the test.
I moved the block migrations below the ones that are prefixed with a 'd7' to match the example in the link.
I attempted a piecemeal migration of a file from my list of migrations, it worked.
I tried to alter the spacing on the list items.
All these steps failed to resolve the issue I am seeing.
I am unsure what other debugging steps I should take. All the above failed to resolve my issue.
Any ideas would be appreciated.
I was developing a Custom plugin for Kong.
To start off I followed guidelines listed in this tutorial
http://streamdata.io/blog/developing-an-helloworld-kong-plugin/
Few changes that I made along the way were changing dependency in the rockspec file for "lrexlib-pcre" from version 2.8.0-1 to 2.7.2-1 due to compilation problems that I faced with 2.8.0-1 version.
Please note that I am working in the next branch. The master branch has version 2.7.2-1 listed.
The tutorial assumes Kong version 0.4.2-1 while I am working with Kong version 0.5.2-1.
I have listed my plugin in kong.yml. Last listed is helloworld plugin
plugins_available:
- ssl
- jwt
- acl
- cors
- oauth2
- tcp-log
- udp-log
- file-log
- http-log
- key-auth
- hmac-auth
- basic-auth
- ip-restriction
- mashape-analytics
- request-transformer
- response-transformer
- request-size-limiting
- rate-limiting
- response-ratelimiting
- helloworld
I have listed the helloworld files in rockspec file at the last.
["kong.plugins.helloworld.handler"] =
"kong/plugins/helloworld/handler.lua",
["kong.plugins.helloworld.access"] = "kong/plugins/helloworld/access.lua",
["kong.plugins.helloworld.schema"] = "kong/plugins/helloworld/schema.lua"
Compilation is successful but kong refuses to list helloworld plugin as available in the node. All other builtin plugins are shown as available in the server
I tried enabling the plugin anyway with mock api. It doesn't work as expected and trying to restart kong lists error
nginx: [error] [lua] init_by_lua:5: Startup error:
/usr/local/share/lua/5.1/kong.lua:82: You are using a plugin that has
not been enabled in the configuration: helloworld [INFO] dnsmasq
stopped [ERR] Could not start Kong
I know there were some breaking changes introduced in Kong version 0.5. I followed the changelog, but I found nothing that would help.
Am i missing a setting a configuration somewhere?
Any help would be appreciated.
Try the following in your kong.yml:
custom_plugins:
- helloworld
I fixed this issue by adding things in custom_plugins and lua_package_path.
Here are the steps to enable and use custom plugin in kong Env.
1 - Add custom plugin name in --- custom_plugins = hello-world
2 - Install hello-world plugin by using following steps ---
If you have source code of your plugin then move into it and execute the command --- "luarocks make"
it will install your plugin.
now you have to execute a command "make install-dev" make sure your plugin have makefile like as --
Once you execute this command "make install-dev". it will create lua file at a location something like that -
/your-plugin-path/lua_modules/share/lua/5.1/kong/plugins/your-plugin-name/?.lua
just copy this path and add it into the kong configuration file in lua_package_path
Something like that --
lua_package_path=/your-plugin-path/lua_modules/share/lua/5.1/kong/plugins/your-plugin-name/?.lua
Now you done your job.
Just start kong -- kong start --vv
You will see that the plugin loaded into kong plugin env.
#Enjoy