SBT: code generation in multi module project - sbt

Can you help me to find a working example of code generation in a multimodule sbt project?
I.e. I have code generator as an object with def main() in one module and a class, which uses geenerated code in the second
I see examples of code generations, but I don't know how to use this in multi module

Related

How to capture compilation errors and warnings in SBT

My purpose is to write all compile warnings and errors to a file, that will be shown as a report file in Jenkins.
In this way, it is more clear to see the output of many tasks running in parallel.
How can I accomplish this with the compile task?
UPDATE:
I've researched a little and found:
compilerReporter, but is is declared as private. So it cannot be used.
bspReporter task, that I don't know how to override
The clue is to use the compilerReporter task.
As this task is defined as private[sbt], the only choice is to create within the project an AutoPlugin in the sbt package.
This plugin will be responsible of overriding the default value of the task, and will have no problems as it is in the same package.
More info here: https://github.com/sbt/sbt/pull/5948

How to import a Resource file within Test cases in Robot Framework?

I have 2 Testcases within a Robot suite. This suite is like the Initialization Suite which has a dependency on an underlying framework(UF).
UF has different folder structure for the main Initialization Suite, Functional Suites and few other tools and calls them with separate robot commands. So I cannot store variables with Set Global Variables during initialization but have to create resource files which I will import in Functional Suites.
TC1: Parses a json file and creates a variables.txt file.
TC2: Uses few variables stored in variables.txt and logs into server the gets the node details and stores in hostname.txt
Is there a way to import/source the variables.txt within TC2 ?
Looking for this implementation, as there are Common User Keywords(CUKW) which will also need this variables.txt. As this is dynamically generated I cannot define it as Resource in Settings section in CUKW.
New to Robot framework, Apologies for any misunderstanding. Any better implementation suggestions are most welcome.
Thanks in Advance!
You can use the import resource keyword.
Imports a resource file with the given path.
Resources imported with this keyword are set into the test suite scope similarly when importing them in the Setting table using the Resource setting.

How to build QT QML / Quick Application using WAF?

I'm trying to build a QT Quick application using WAF. However, it looks like WAF doesn't know what to do with .qml files.
I can build a QT Widget application in WAF using: https://waf.io/apidocs/tools/qt5.html
def options(opt):
opt.load('compiler_cxx qt5')
def configure(conf):
conf.load('compiler_cxx qt5')
def build(bld):
bld(
features = 'qt5 cxx cxxprogram',
uselib = 'QT5CORE QT5GUI QT5OPENGL QT5SVG',
source = 'main.cpp textures.qrc aboutDialog.ui',
target = 'window',
)
But trying to modify the above for a QT Quick App, by say adding the .qml file to source causes the program to fail to compile due to .qml being unrecognized.
Does anyone know how to do this? I know WAF supports '#extensions'. But I'd rather not have to re-create QT's QML build system in WAF if possible. If that even is possible.
If it helps, at the end of the day what I want to do is use the '-platform webgl' feature to get a QT Quick Web Page up that can run my native C++ .dll's (Making WebAssembly out of the question).

How to develop a PySide application plugin?

As I understand it Qt provides 2 main plugin mechanisms:
Plugins that extend Qt "Qt Extensions"
Plugins that extend applications developed with Qt
I'm interested in developing plugins for my application (2).
I use PySide but can't find any resources about developing application plugins using PySide/PyQt.
Following the C++ Qt documentation I understand that the application has to use the Q_DECLARE_INTERFACE() macro and the plugins have to use both Q_INTERFACES() and Q_EXPORT_PLUGIN2() macros but I don't know the code they represent to try and translate it to python. Or is there another way I've missed?
Update:
The closest thing to a solution I could find so far is Alex Martelli's answer to a similar question. Although it looks like it would work I'd rather use an official Qt approach to avoid any cross-platform issues.
I think Qt's plugin system is intended to allow people to write C++ plugins compiled as binaries. I don't even know if it's theoretically possible to write plugins in Python that will use a C++ binary interface like that.
If you want to support Python plugins your best bet would be to use one of the many pure python plugin systems out there. I have written a PySide app that uses YAPSY to load plugin scripts. YAPSY is a very simple, compact plugin module. It's very easy to include directly in your app as it's a single file, and is BSD licensed so you can use it commercially. Just search for it on Google. I was even able to package my app using py2exe and still retain the ability to import python source file plugins from a plugin directory.
I'm a fan of the Roll Your Own approach.
By a plugin, I mean:
Plugin: a module or package loaded during runtime which augments or modifies the main module's behavior
I see two requirements for a plugin:
Can the main module load the plugin during runtime?
Is data accessible between the main module and the plugin?
Assumptions
Developing a plugin system is highly subjective. There are many design decisions to make and there is no One True Way. The usual constraints are time, effort, and experience. Be aware that assumptions must be made and that the implementation often defines terminology (e.g. "plugin" or "package"). Be kind and document those as best as possible.
This plugin implementation assumes:
A plugin is either a Python file or a directory (i.e. "plugin package")
A plugin package is a directory with structure:
plugin_package/
plugin_package.py <-- entry point
other_module.py <-+
some_subdir/ |- other files
icon.png <-+
Note that a Plugin package isn't necessarily a Python package. Whether or not a plugin package is a Python package depends on how you want to handle imports.
The plugin name is the same as the plugin entry point's file name, as well as the plugin package directory
The QApplication's QMainWindow is the primary source of data to share from the main module
1. Loading a plugin module
Two pieces of information are required to load a plugin module: the path to the entry point and the plugin's name. How these are obtained can vary and getting them usually requires string/path parsing. For what follows, assume:
plugin_path is the absolute path of the plugin entry point and,
plugin_name is the plugin name (which is the module name by the above assumptions).
Python has implemented and re-implemented the import mechanism numerous times. The import method used at the time of writing (using Python 3.8) is:
import importlib
from importlib.util import spec_from_loader, module_from_spec
from importlib.machinery import SourceFileLoader
loader = SourceFileLoader(plugin_name, plugin_path)
spec = spec_from_loader(plugin_name, loader)
plugin_module = module_from_spec(spec)
spec.loader.exec_module(plugin_module)
# Required for reloading a module
sys.modules[plugin_name] = plugin_module
# # This is how to reload a module
# importlib.reload(plugin_module)
It's probably a good idea to include error handling and a record of which modules have been loaded (e.g. by storing them in a dict). Those details are excluded here for brevity.
2. Sharing data
There are two directions which data may be shared:
Can the main module access the plugin module's data?
Can the plugin module access the main module's data?
The main module can access plugin data for free after import (by definition). Simply access the plugin module's __dict__:
# Accessing plugin data from the main module
some_data = plugin_module.__dict__.get('data')
Accessing the main module's data from within the plugin is a trickier problem.
As stated above, I usually consider the QMainWindow as synonymous with the end-user's notion of "the application". It's the primary widget users interact with and, as such, typically houses most of the data or has easy access to it. The challenge is sharing the QMainWindow instance.
The solution to sharing QMainWindow instance data is to make it a singleton. This forces any QMainWindow to be the main window users interact with. There are several ways to create singletons in Python. The two most common ways are probably using metaclasses or modules. I've had the most success using the module singleton approach.
Break the QMainWindow code into a separate Python module. At the module level, create but don't initialize a QMainWindow. Create a module-level instance so that other modules can access the instance as a module attribute. Don't initialize it because init requires a QApplication (and because the main window module is not the application entry point).
# main_window.py
from PySide2 import QtWidgets
class MyMainWindow(QtWidgets.QMainWindow):
def __init__(self):
super().__init__()
main_window_instance = MyMainWindow.__new__(MyMainWindow)
Use a separate module, such as main.py, for the application entry point. Import the main window instance, create the QApplication, and initialize the main window.
# main.py
import sys
# Importing the instance makes it a module singleton
from main_window import main_window_instance
from PySide2 import QtWidgets
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
main_window_instance.__init__()
main_window_instance.show()
sys.exit(app.exec_())
Importing the main window instance is what makes it a singleton. Creating the QApplication here isn't strictly necessary (it's a singleton, too), but feels cleaner to me.
Now, when plugins are loaded during runtime, they can import the main_window_instance. Because the main_window module has already been loaded by the main.py entry point, it's the main window used by the main module (and not a new instance). Data from the main module can now be accessed from the plugin module.
# plugin.py
# The plugin can now access the main module's data
from main_window import main_window_instance
main_window_instance.setWindowTitle('Changed from plugin')
Comments
The minimum setup requires three files: main.py, main_window.py, and plugin.py. The main_window.py defines and instantiates the main window, the main.py makes it a singleton and initializes it, and the plugin.py imports and uses the instance.
Lots of details were left out in hopes that the primary components could be made apparent. Ideally, the Qt and Python documentation should be enough to fill in the gaps...
There are further considerations, such as how to distribute and manage plugins. Plugins could be hosted remotely, packaged as (zip) archives, bundled as proper Python packages, etc. Plugins can be as simple (or as complex) as you want. Hopefully this answer provides ample inspiration for how you want your plugin system to look.

Selenium-Flex API sample problem

I'm trying the sample demo of selenium flex API. After following the instructions on the main page for compiling the project with sfpi.swc and taking the generated selben.swf in bin directory and trying to run some test(assertFlexText) using Selenium IDE, I get the following error:
[error] Function getFlexText not found on the External Interface for
the flash object selben
I have tried several other flex tests and got error messages similar to the one mentioned above.
For some reason I believe that the generated selben.swf through the automatic build of project in flex builder is not the desired one, though it didn't indicate any build problem after including sfpi.swc.
Any idea?
I use SeleniumFlex Api and SeleniumIde for my projecy with excellent result BUT using my own version of each of one. Your error maybe is for not include the lib of SeleniumFlexApi in the compile time( -include-libraries "libs\SeleniumFlexAPI.swc" ).
After that u can enable capture and replay with SeleniumIde change the main source (read this post) and use the user-extensions.js (in the SeleniumFlexApi project) with the SeleniumIde user option. Its really easy.
With these change u can capture and replay in firefox (v 3.06 or minor) and after that, if u use java, u can use Flex-UI-Selenium, Flash-Selenium for ur integration test with SeleniumRC.
I hope this information be usefull. I u have any question let me know.

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