Exactly what command(s) does Builder run internally when I press Run?
In the Builder (43.1 Flatpak) side pane there is this list of tasks:
To build my project I click (yes, with the mouse :/) on the last item, all the undone items are done in sequence, and I get thrown in a shell window where my build lives. And that's very nice, but:
For each of those steps, it would be even nicer if Builder would allow me to see (like in some sort of tooltip? But just in the output logs would be fine) exactly what it is that it's doing, or going to do.
So what I meant is: I really need to know the exact sequence of build command(s) that Builder is running to be able to build independently of the IDE / Editor ; like in a CI / CD pipeline.
It's clearly a combination of meson this and ninja that, but which one exactly? Is there a way to find out? I looked everywhere, also it's a Flatpak version so there are no command-line options or logs..?
Related
I'm new to working with Coq, and I'm progressing through the first volume of the Software Foundations book, but I can't for the life of me figure out how to compile the Basics.v file for the second chapter on induction.
I've seen things floating around about using the Coqc command on the command line, but I don't know how to access the terminal, or at least the windows terminal doesn't recognize the command. If anyone could walk me through this it'd be much appreciated!
In case you are using CoqIDE, there is a menu item "Compile/Compile buffer", which creates a .vo file for the currently loaded .v file. For a few files and early stages of learning, this might be the easiest way.
Then SF likely comes with a make file which you can just run with make. You didn't say what OS your are using - on Linux and Mac this should be trivial, on Windows it depends on how you did install Coq. The Windows installer doesn't come with make, but if you used the Coq Platform scripts to setup Coq on Windows, everything is there.
Otherwise it might get a bit complicated - you need to pass the right options to coqc (which CoqIDE and make do automatically for you).
Does it make a difference (and if so, what difference) where I add the make install step?
In some posts they say to add it under Build like in the first screenshot. Others say it needs to go under Run/Deployment like in the 2nd.
Are both ways equivalent?
If it is part of Build Settings, it will be done every time you do a build under Qt Creator (assuming previous steps succeeded).
If it is part of Run Settings, it will only be run when you actually run the app under Qt Creator.
It depends on the case, which on you want. If it is part of Run Settings, then logically it should be configured to run the installed/deployed binary. If it is just for checking that make install succeeds, as part of the build, even though it will run the application from build directory when you run it under Qt Creator, then it should be part of build.
In your case, it sounds like make install is needed for running the app, so maybe it could be part of Run settings, to make normal builds just a bit faster.
I'm building a client/server application in Game Maker: Studio 1.4 and need to run two instances of the game for testing. Unfortunately, the IDE's run/debug buttons disable themselves after starting the first copy. Is there a way to configure the IDE to permit two instances to run concurrently?
Opening two complete copies of the IDE sort of works, but seems like a great way to break my game by saving things out of sync.
I'm currently exporting the game every time I make a tiny code change and only debugging on the host instance, which is less than ideal.
Is there a way to configure the IDE to allow multiple instances of the game to run via the run/debug buttons?
Allright, here's what I have;
When you compile a game from the IDE you'll see a line like this one somewhere in the compile log:
C:\Users\You\AppData\Roaming\GameMaker-Studio\Runner.exe -game "C:\Users\You\AppData\Local\gm_ttt_92729\gm_ttt_68071\GAME.win"
When you execute that script in a command line (START+R) you'll see the game runs just fine.
In order to automate this, I am using the working_directory variable (which returns C:\Users\You\AppData\Local\gm_ttt_92729\gm_ttt_68071.
As GM:S does not support executing shell scripts, I have added this free asset to my game:
https://marketplace.yoyogames.com/assets/575/execute-shell
In my game I have added a button which calls this code;
ExecuteShell('%appdata%\Roaming\GameMaker-Studio\Runner.exe -game ' + working_directory + "ShootMUp.win",0)
Please note that you'll have to manually edit the .win file name.
But, this works and lets me run multiple instances of the same game without exporting it to .exe or build it again.
Up until a couple hours ago pressing CTRL+R while in Qt would build and run my code. However something changed that I am unaware of that doesn't commit the changes that I make to the GUI. If I move a button for example then rebuild and run, the application will display its previous location. Something to note however, if I run "qmake && make" in a terminal, then rebuild from the GUI it will work. It's a bit of a hassle to keep doing that and thus a solution would be appreciated.
I'm using Qt5 in a Debian 7.0 based environment
Update: I had to disable shadow build to get it to build properly, but I cannot build in another directory
Maybe I got simple questions so I googled it but I can't find answer.
I am using Pydev/Eclipse and I want to run the script within Console.
First I want to modify the startup of the session - it means some modules are loaded during start (math, numpy, scipy, etc...).
Where/how can I modify Pydev Console startup?
Secondly, I execute the script using righ-click on script file and "Run as -> Python Run" then it's executed within console and terminated. So I want to stay within Console and to be interactive and not be terminated.
How can I get such feature?
Thank you!
Best regards,
Peter
The startup configuration can be found in the PyDev preferences menu. The preferences can be found in the upper menubar under 'Window'.
Window -> Preferences -> PyDev -> Interactive Console
There you will find a big text input field with a label 'Initial interpreter commands'. Often it is allready in use and imports sys only to print the name and version number of the starting console.
The only solution I am aware of for staying connected with your script is to set a breakpoint at the end and start your script in debug mode. But maybe there is another way. To do so just double click at the left corner of the editor window with your script opened. A green dot will appear marking a breakpoint. Now right click an choose 'Debug As'. Your script will run till the line is reached where you have set the breakpoint.
Hope I could help.
I think that what you want is the interactive console. See: http://pydev.org/manual_adv_interactive_console.html
You can configure the initial commands in the preferences page.