SBT 0.7.x to 0.12.3 upgrade issues - sbt

I have just taken over a project using SBT 0.7.x and I am trying to convert it to use 0.12.3. The project has config as a *.java file and I can't find where some of the classes/objects that are used were moved to. I found a VERY small table in the migration docs, but is it not complete, for example it says that FileUtilities was moved to IO, which is true only for some of the functions. The following functions/classes/objects are nowhere to be found:
FileUtilities.copyFlat
FileUtilities.clean
Path.lazyPathFinder
BasicScalaProject
MavenStyleScalaPaths
DefaultProject
ProjectInfo
IdeaProject
Can someone please tell me where those went or where there is a complete log of changes?

I don't have a complete log of changes, but I did write an unofficial guide to sbt 0.10 v2.0, which lists some of the changes between 0.7 and modern sbt.

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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

How to override a JMetre plugin jar in a Blazemeter Run

I am trying to troubleshot an error I'm getting in Blazemeter for random-csv-data-set.
The btz.log from the Blazemeter Test run shows the below line...
2021-02-10 10:14:52,518 INFO o.j.r.JARSourceHTTP: Downloading: https://search.maven.org/remotecontent?filepath=com/blazemeter/jmeter-plugins-random-csv-data-set/0.7/jmeter-plugins-random-csv-data-set-0.7.jar
Which could be the point it downloads the jar (latest one?) for the required plugins for my test.
And during the test I am getting an exception from one of the classes in the plugin jar.
I have cloned the plugin project (opensource) and started adding some debug lines and compiled a new jar version.
I was advised If I upload the plugin jar along with my tests files to Blazemeter, the uploaded jar should be taken in for the run. But I still see the exception from the old line numbers which means its still referring to the original jar version 0.7.
How can I override this with my version of the plugin?
I believe you should ask this type of questions via BlazeMeter Support as I doubt that everyone here is fully aware of what's going on there
Whatever.
Looking into Taurus documentation it looks like that Random CSV Data Set Config is being detected and automatically downloaded using JMeter Plugins Manager so in order to prevent Taurus from downloading the "vanilla" version of the plugin which doesn't contain your changes you need to add the following line to your Taurus YAML file:
modules:
jmeter:
detect-plugins: false

Cannot find c:\Users\qt\work\install\lib\Qt5Widgetsd.lib when compiling QtWebEngine examples

I downloaded Qt5.6 VS2013 32bit and try to run the official example of QtWebEngine.
I just followed the instruction but
When linking it gives out an error of
LNK1104 file not found c:\Users\qt\work\install\lib\Qt5Widgetsd.lib.
However, I have no idea of where this path c:\Users\qt\work\install\lib\ comes from.
I did text search in all directories of example folder and no hits other than generated files(makefiles and pdbs).
I also checked system environment variables but no hits.
Furthermore, I checked Qt Creator'r Projects panel and its Build Environment and still no hits.
Did I miss something?
P.S. this error was given out by linking DemoBrowser example of QtWebEngineWidgets pro
The link is generated by qmake when it generates the build scrip from the qt project file (*.pro). It is based from the qmake application path that is generaly installed together with the libraries (check you qt kit setup to change it if needed: Jst browse to qmake.exe application).
Then try regenerate the build script. It should fix the issue.
You may also have issue with installation not being in debug mode; you are trying to use Qt5Widgetsd.lib library instead of the non-debug one Qt5Widgets.lib

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"

How to compile SpeechMe

I am trying to compile the SpeechMe project: http://projects.developer.nokia.com/speechme/wiki so that I can use the voice recognition in another project I want to make.
I have followed all the instructions and downloaded the full sources of Sphinxbase and Pocketsphinx and used them to add all the missing files to the Sphinxbase and Pocketsphinx directories included in SpeechMe. I have compiled them all in the order the wiki says and they all returned: "***Build Complete" but it seems that they did not produce any output files?
I then tried compiling SpeechMe in Qt Creator but it gives me these three errors:
Here is the build log for all configurations: http://sdrv.ms/PxlD6r
Please help, I really don't understand why this is not working!
I'm guessing Carbide should have created those 3 files when compiling but it didn't, any ideas why and what I can do to fix it?
Files must be created inside pocketsphinx tree but they shouldn't be placed in the required location. Most likely you need to find library files and put them into the required folder manually.
Another reason might be that you are compiled a debug version of pocketsphinx while the latest project is looking for a release version of the libraries.

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