sbt hanging on process which runs on another computer - sbt

sbt works fine for one project on this computer but does not even load up (sbt console never returns). Sbt command works for both projects on another computer. I have tried running sbt clean but I get the same result. Are there any steps I can take to troublehssot, gather more information and run the sbt console correctly? Sbt version is 0.13.9

I was able to run sbt after removing Build.scala and plugins.sbt file which were not needed for the project (perhaps I am mistaken in that assumption). For some reason, without removing the files, the sbt console was not coming up (or was going to take a very long time before coming up).

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Trouble Installing Certain Modules

I'm having issues getting some modules to install. I've been able to get mod-1v1-arena and mod-npc-free-professions working, but I haven't been able to get these other modules to work:
mod-new-character-perks
mod-learn-spells
mod-quick-teleport
Can someone please confirm I have the correct workflow, or advise on what steps I'm missing.
Clone module folder from git to .\azerothcore-wotlk\modules
Run Git CLI: ./acore.sh docker build
Copy mod_learnspells.conf to .\azerothcore-wotlk\env\docker\etc\modules
I see instructions about rebuilding with CMake, is that necessary if I'm using docker build...? I tried CMake too and I got an error immediately with the software setup, so haven't pursued it further.
I'm also a bit confused by the .conf files, which folder does the server read them from?
.\azerothcore-wotlk\env\docker\etc\modules or .\azerothcore-wotlk\modules\mod-learn-spells\conf
I would try to install without any modules to check for the core stability and then work up from there one by one.
This way, if there's a module that's currently not working due to recent PR's like the Autobalance and possibly mod-learn-spells you can report an issue and work without it until It's back up.
AzerothCore Continuous Integration build with modules is currently failing aswell if you check the Readme notes where it says

Run SBT without installing it first

I was wondering if SBT has something similar to the Gradle Wrapper?
I would like to use it on a CI server without having to install SBT first.
The documentation mentions a sbt-launcher, but that seems to be geared towards running actual application instead of builds.
Yes, sbt-extras is a bash script that you can commit to your repository to act like the gradle wrapper.
The sbt-extras project is centered around a stand-alone script called sbt which can be directly used to run sbt without having it on the machine first.
The script has logic to determine the proper version of sbt for the project, download the correct version of the sbt jar, and then run the tasks through sbt.
If you copy the sbt script into your project, you can simply call it — from your CI server, locally, or wherever — to run sbt tasks without needing sbt installed separately.

Running 'grunt' command on mean.js app just stalling

I am following the installation guidelines as described on mean.js.org Everything seemed to install fine. I have all prereqs installed. I ran npm install after cloning the github repo and then tried to run grunt and I didnt get any errors however It seems to just be stalling on the command line. Last message on the command line is the "debugger is running on port 5858" and then it just sits there.
After some time the message [nodemon] watching 51,839 files - this might cause high cpu usage. To reduce use "--watch" comes up. I am on windows 10 and have all the latest versions of node,npm,grunt and mean.js. I am running the command line as admin.
Mean.js should be running on localhost:3000 but it is not.
This is intended.
There is an application invoked by the grunt command and running in background, watching your files for changes. In default configuration: nodemon and grunt-watch.
This will execute specific tasks based on the files you edited, such as linting JS files or compiling LESS files.
The cmd will probably show something when you edit files in the projects directory.

SBT - Unable to save file on Windows 7

I'm running a lift web app using sbt. After I run the following command - container:start and modify any css files and save them I get the message that "The file is opened in another program". I checked the process and SBT is keeping the file open. When I exit the SBT I'm able to save the file. I've no idea why this is happening. Am I missing out with any settings?
I used MSI installer from SBT download page to install SBT. I tried using different editors but same problem persist. Is there a problem with SBT?

Build Kobold2d project from command line

I posted this on the Kobold2d forums but haven't received any replies yet. I'm hoping the larger audience here at SO can help.
I'm trying to get our Kobold2d project working with our Hudson CI server. I'd like to have a script that executes the proper command line build instructions using xcodebuild, but I'm running into a problem with any Kobold2d project.
As a test I created a Orthogonal-Tilemap template project and built/ran it in the xcode 4.4.1 gui successfully. Building the projects individually from the command line the Kobold2D-Libraries.xcodeproj reports a successful build (though I have no idea where any products are stored), but the tilemap project fails with the message:
ld: file not found: <path>/Kobold2D/Kobold2D-2.0.3/BuildTest/build/Release-iphoneos/libkobold2d-ios.a
The only information I can find on this message talks about errors from building in the xcode gui, which is not the problem.
I also tried having xcodebuild build the workspace file but that failed with multiple dependency errors.
Has anyone found a way to successfully build Kobold2d projects from the command line?
Thanks!
Actually I use Hudson to automate Kobold2D builds. Here's the build script for Hudson.
I can see from your path that you changed Xcode's default build locations (Advanced, next to Derived Data in Preferences -> Locations). There's one setting (legacy) that doesn't work at all with Kobold2D, and should actually open a browser window explaining the issue should you have used that setting.
I think your setting is "relative to project" or something similar. Try changing the build location to Xcode default (Unique) and try again. You can use a custom location for derived data if you want to.
In any case, if the output location path of build products ends up being somewhere in the app project folder (in this case: BuildTest) then ld won't be able to find dependencies because they're not all in the same folder. If you do require this you could add a pre-link step that copies the .a files to the correct location. But it's best to avoid this because it'll be prone to breaking.
My script includes
xcodebuild -workspace Bulge.xcworkspace -scheme Bulge-iOS -sdk ${sdk} archive || die "Archive failed"

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