I'm getting message like this in an application:
Referencing the "form" extension by its name (defined by getName()) is deprecated since 1.26 and will be removed in Twig 2.0. Use the Fully Qualified Extension Class Name instead
The code causing this is:
$this->get('twig')->getExtension('form');
There seem to be some related threads, but I've been unable to find a solution for this. I've also taken a deep look at deprecation notes, but I've been unable to find anything that, with my knowledge, helps me to solve the problem. I'd ask for a clear solution for what I have to do to get rid of this message, that doesn't allow me to even try to upgrade.
Thanks in advance.
Well, I think I've found the solution. I just needed to find out the FQCN for the specific call, and it's
Symfony\Bridge\Twig\Extension\FormExtension
So, adding
use Symfony\Bridge\Twig\Extension\FormExtension;
and replacing
$this->get('twig')->getextension('form')
with
$this->get('twig')->getextension(FormExtension::class)
solved the problem.
I think there should be a more specific guide about what to replace and the replacement for each case.
Regards.
PD: I'm trying to find out how to mark this as solved, but maybe I'm not allowed to do this kind of things yet.
Related
While it doesn't appear that this is a duplicate based on my searches, I'm sure other people have complained about this in many places.
I play minecraft and know java pretty well, so I thought it would be interesting to make mods with the minecraft forge. However, most tutorials are outdated or incomplete and I can't find a complete documentation. Now, if someone says, for instance, that existing blocks can be accessed through the Blocks class, I don't know what package that class is in. My more specific question was about modifying the properties of TNT(I wanted to do this as a test mod). Based on what I've been able to scrounge from various forums, using reflection on existing blocks in the game is possible, and what I found surrounding food would suggest there is a class for TNT somewhere that can be modified to boost its power. Just so someone can explain the not-well-explained principles of forge mod making, where would I find this TNT-related class that I could use reflection on, and how would I go about doing that(I've never done stuff with reflection before)?
To be clear, I've gotten forge minecraft all set up, I don't need an explanation of that. Just how to modify the properties of TNT(and hopefully this explanation will help me understand some broader principles)
I've been using https://nekoyue.github.io/ForgeJavaDocs-NG/ for a while. It has 1.12.2, 1.13.2, 1.14.4, 1.15.2, 1.16.5 and 1.17.1
I've been looking for a complete documentation/tutorial too, and I haven't fount a lot of stuff to be clear, but I found a wiki that might be useful. Here it is if you want to check it out:
Mcjty's wiki: https://wiki.mcjty.eu/modding/index.php?title=Main_Page
Forge's official documentation can be found here, versions:
1.15.x
1.16.x
1.17.x
In argparse you provide help alongside the definition of the argument. This helps keep the doc up-to-date with the args.
Is there an option to do something similar in Hydra? Or some other preferred way for documenting the options, without having to list them manually within the hydra/help message?
Edit: this becomes an even greater problem when using call/instantiate and the config options depend on the code.
Right now we recommend using hydra/help. We do have a feature request, feel free to follow/contribute to the discussions here https://github.com/facebookresearch/hydra/issues/633.
Thanks!
Currently, i'm using Espeak with Asterisk (brazilian's voice), but i'm not getting good results. I found Oddcast and it's really helpful, but coudn't find out yet how to use it with Asterisk.
I think you can start from app_swift.c code(easy googlable) and extend it for your need.
The scenario:
I'm editing some CGImages and strangely enough until now I was first creating NSImages from those CGImages before drawing them. So I tried to change the code so that I would draw the CGImages directly in into NSGraphicsContext.currentContext().graphicsPort. As you see I'm using Swing here but the same problem goes for Objective-C I presume.
Having a look into the documentation I saw that graphicsPort will be deprecated in 10.10, but I couldn't find another way to the current CGContext from NSGraphicsContext nor is there a way to create the CGContext from an NSGraphicsContext.
The Question:
Does anybody know what the proper way to retrieve the context would be? If not - Is there a way to cast the graphicsPort's COpaquePointer, which apparently is an initialized NSPipeObject, to a CGContextRef? Although using code that has already been marked deprecated would be quite unsatisfactory I would consider it until there is a better solution.
After spending a half hour digging around for information on this, I realized I should just check out the header file for NSGraphicsContext. Turns out there's a new property on NSGraphicsContext that's apparently not documented yet: CGContext. The header also notes that this should be used instead of graphicsPort.
I know the Html.Button has been moved to the Microsoft.Web.Mvc namespace, but I really miss the generic versions that used to exist in the early Previews.
All I want the Html.Button to do is to hit an action in my controller, but I'd rather not write the JavaScript in the onClickMethod argument.
In my previous project I just snagged the generic Html.Button code from a previous preview release, but that doesn't seem like the best approach as things progress. There were also Html.NavigateButton... where is that and why should I have to recreate it?
How is everybody else doing this?
The problem with the generic versions is that filters are allowed to change the actual name of the action away from the name of the method (like the [ActionName] attribute).
Yes, they really screwed up with Html.Button and Html.CheckBox in CTP5. I hope they return to the previous behaviour.