ng2 bootstrap issue during build Cannot find type definition file for 'core-js' - ng-bootstrap

ERROR in C:\projects\xxxx\node_modules#ng-bootstrap\ng-bootstrap\modal\modal-ref.d.ts
(1,1): error TS2688: Cannot find type definition file for 'core-js'.

There was a bug in the #ng-bootstrap 1.0.0-alpha.12 release that was corrected in 1.0.0-alpha.13. More details are available in https://github.com/ng-bootstrap/ng-bootstrap/issues/1027
In short: 1.0.0-alpha.12 release is broken, use 1.0.0-alpha.13 release

I got the same issue after switching to the #ng-bootstrap 1.0.0-alpha.12.
After switching to alpha.13 the error disappeared.

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Qt: Different tableWidget member names on workstations

I am using Qt on two ubuntu machines and am copying the source code from time to time between them. I found a really annoying problem when doing that and I can't figure out why this happens.I am using a table Widget to display some data and want to stretch the horizontal header to fit the content length. To do that I use the following line:
ui->tableWidget->horizontalHeader()->setResizeMode(0, QHeaderView::ResizeToContents);
This works just fine.
I have a few of this codelines.
However, when I now copy over my source code to the other PC to work on it, I get the following compile error:
'class QHeaderView' has no member named 'setResizeMode'
Renaming 'setResizeMode' to 'setSectionResizeMode' will work just fine to fix that problem, but if I now copy the source code back to the first PC, it tells me:
'class QHeaderView' has no member named 'setSectionResizeMode'
...and I have to rename it to 'setResizeMode' again, to continue working.
I checked the Qt version on both PCs and they are both "Qt Creator 2.7.0" based on "Qt 5.0.1 (32 bit)".
Also the systems are up to date.
The only difference is, that I am using one of them in english system language, the other one in german...but I don't see how that would affect Qt's member declaration. o.O
Anyone knows what the problem is?
The constant renaming can get annoying over time.
it may be that the QT header versions don't match up
double check the QT_VERSION_STR in QtCore/qglobal.h
for a quick check if you are too lazy add a #pragma message("QT version: " QT_VERSION_STR) to the code to have the compiler output it while compiling

GNAT Programming Suite: Cross-Reference Info Not Up To Date (this is a guess)

I'm trying to get package references resolved during a build, using GNAT Programming Suite (hosted on Win XP). In the Builder Results, I get errors like this one:
file "ac_configuration_s.ada" not found
Clicking on the error takes me to a line like this:
with
Ac_Configuration,
Dispense_Timer,
...
The first item (Ac_Configuration) isn't resolved, but the second item (Dispense_Time) is resolved. I have several others that do or don't resolve. All of the files in question (spec and body) are identified as source files.
When I hover my mouse over the line with the error, a popup shows up that offers this:
(Cross-references info not up to date. This is a guess.)
Ac_Configuration
local package declared at D_Ac_Config_S.Ada:85
The guess is correct, but I don't know how to use this. How do I get this to correctly build?
Update
Here is teh call to gcc
gcc -c "-gnatec=C:\Source\build\GNAT-TEMP-000001.TMP" -I- -gnatA
-x ada "-gnatem=C:\Source\build\GNAT-TEMP-000002.TMP" "C:\Source\C_Cbt_Main_B.Ada"
I don't see a reference to teh "miimal" switch.
In this case, there is no corresponding body file file D_Ac_Config_S.Ada. So the is no body file to compile separately.
When I right click on the package reference inside the with, I can goto the declaration of Ac_Configuration and every other package name that is the source of an error. So these lreferences are being resolved somehow.
By the way, I have not used ADA before, so I'm still trying to understand everything.
It looks as though you're using _s.ada as the suffix for specs, and I'm guessing _b.ada for bodies?
GNAT may have difficulty with this naming convention. It's possible, using a GNAT Project file (.gpr), to alter GNAT's default convention ({unit-name}.ads for specs, {unit-name}.adb for bodies) but the rules (see "Spec_Suffix") say "It cannot start with an underscore followed by an alphanumeric character" (I haven't tried this, but you can see that it would confuse the issue if you had a package Foo_S, for example).
LATER: It turns out that GNAT (GPL, 4.7, 4.8) is quite happy with your suffixes!
If the package Ac_Configuration is really a local package declared at line 85 of D_Ac_Config_S.Ada, then there's your problem; you can only with a library unit, which in this case would be D_Ac_Config.
with D_Ac_Config;
...
package Foo is
...
Bar : D_Ac_Config.Ac_Configuration.Baz;
I wonder whether D_Ac_Config_S.Ada (for example) actually contains multiple Ada units? (if so, compiling that file should result in a compilation error such as end of file expected, file can have only one compilation unit). GNAT doesn't support this at compile time, providing instead a utility gnatchop.
Would it be possible to just gnatchop all the source and be done with it?
Hm, I think it sounds like the compiler's got a bad set of objects/ALIs it's working with, hence the cross-reference not up to date error. (Usually the compiler's good about keeping things up to date; but you may want to check to see if the "minimal recompilation" switch is set for the project.)
Have you tried compiling just the ["owning"] file D_Ac_Config_S.Ada? (i.e. if it were a spec, go to the corresponding body and compile that.) That should force its ALI/object files to be updated.
Then try building as normal.
-- PS: you might have to clean first.

UDK DLLBind how to

I'm trying to use UDK's DLLBind feature in UDK version 9953.
To start out, I've downloaded the DLLBind_Example project from http://udn.epicgames.com/Three/DLLBind.html
I've built the dll and placed it in UDK root\Binaries\Win32\UserCode
I've copied the UnrealScript classes into UDK root\Developement\Src\MyMod\Classes
Next, the ReadMe file that came with the example says I need to edit UTGame\Config\UTEngine.ini to remove the semicolon from the line that says ModEditPackages=MyMod.
However, that file does not exist in my UDK.
Can anyone tell me what the equivalent is in the latest UDK version?
I found the answer.
The file you have to edit is UDK root\UDKGame\Config\UDKEngine.ini.
There is no commented out ModEditPackages=MyMod line in the file already, so you have to add it to the [UnrealEd.EditorEngine] section.

.../4.3.3 (8J3)/.../libXcodeDebuggerSupport.dylib (file not found)

I've seen this warning before, and I don't remember how I fixed it...
warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.3.3 (8J3)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found).
Following that path, I find that...
/Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.3.3 (8J3)/Symbols/Developer/
...doesn't exist.
.../Symbols/ only has /System/ and /usr/
Change your "Deployment Target" in your project preferences. Select the one matches o your device.
Simple solution, but I had the same error, after restarting my iPad it was gone.
related: http://www.cocos2d-iphone.org/forum/topic/17730
Weird problem from old (obsolete?) software versions.
The question is now moot, no?

Type 1046: Type was not found or was not a compile-time constant: NetworkInfo

Just started playing with the new AIR functions NetworkInfo and NetworkInterface, but can't build ...
This is the example I started from:
tourdeflex
But these lines cause errors:
var networkInfo:NetworkInfo = NetworkInfo.networkInfo;
var networkInterfaces:Vector.<NetworkInterface> = networkInfo.findInterfaces();
Any ideas on how to solve it?
Thanks a lot,
Frank
Are they run time errors or compile time errors?
The most common reason I see errors like that is because there is a version difference between a SWC and the Flex SDK that you are compiling your project against.
got the solution on the adobe forum

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