XCode open file at error line for custom build script - xcode4

I Apologize if this question has already been asked. i can't seem to find it anywhere if it has.
I have a custom build script use to syntax check some php files and upload them to a server, and this is executed as a part of the build process. since this script is used to parse inline php statements (embedded in objective c blocks using macros) it's fairly critical this script happens on each build. the actual execution is working fine, i'd just also like to be able to open a particular file when there is an error, and locate the cursor in the approximate location.
i have found that since xcode is configured on my system to open .php files by default (not sure if that's the norm or if i did it manually at some point), using
open filename.php
in a shell script opens the file.
i'd like to be able to specify the line number too.
eg something along the lines of
open filename.php --args --jump-to-line 1234
(--args is a switch for "open" meaning pass the arguments on to Xcode)
any ideas?

You can use the xed command. Only works for Xcode 3 though, not other editors. For Xcode 4, try this
See man xed

Related

Iexpress.exe Unable to open report file even when ran as administrator

I'm creating a Iexpress package, and no matter what on the final step it pops up the message "Unable to open report file" and stops. I am searching Iexpress.exe and right clicking, then choosing "Run As Administrator" to start it. The problem persists.
I had this error running as my account (domain admin) not specifically telling it to run as administrator, removed spaces then re-ran working fine under Windows 10 1809 you shouldn't need to change to a different application to create .EXE files using IEXPRESS this is working fine under Window 10.
The way to fix this problem:
Go to the folder where your files you want to be in the package are
Go to the top bar (Where it says where you are on your drive), and type iexpress
Do the creation as normal, but the names you give the installer shouldn't have any spaces.
I did it this way without admin permissions.
I ended up moving on to Inno Setup Compiler. Turns out Iexpress isn't supported anymore. I recommend Inno to anyone making their own programs.
This happens when SourceFilesX or TargetName paths in the directive (i.e. the files you've added from the wizard) contain spaces. And while the issue with the TargetName can be fixed with adding double quotes the only workaround I've found about the source files is to put them in a folder path that not contains spaces.

Console isn't showing up when running print() using LOVE2d with atom-editor

Using atom-editor 1.13 with the love-ide package installed to run LOVE2d 10.2 games (windows 7)
Apparently if you create a conf.lua file in the same folder as your main.lua file you can add some configuations to main.lua. So, I've got these lines of code in my conf.lua to show console.
function love.conf(t)
t.console = true
end
But when I go back to my main.lua and type print("ballz"), all I see is a blank LOVE2d game screen with no extra console window. Not really sure if this is because I'm using atom editor or not. Everything seems to be PATH'ed correctly.
On a side note, whenever I run atom using the love-ide package it always tries to install some "dependecy files" like the hyperclick-love package, and the auto-complete-love package. These fail to install because I don't have git installed.. honestly I really don't know what git is, but neither it, hyperclick, or auto-complete seemed like requirements to run my game, so in the spirit of not installing unnecessary things onto my computer I never installed these things... annoying as it is to see this notification always pop up when I start atom. Anyone know if this is contributing to the issue, or know a way to remove these notifications or auto-download-attempts? My LOVE2d code still seems to run without these packages.
Have you set up the terminal emulator in your configuration?
(Windows only) Try using the lovec.exe executable instead of the normal love.exe. The first one attaches to the console that executed the game, the second one ignores it.
Lua has a buffered output, try adding io.stdout:setvbuf('no') to the top of main.lua

Creating an executable R-file

I want to make an executable R-file (for automation purposes). Therefore I concluded the following tutorial.
After completion however nothing happens... Only the .Rexec file opening in RStudio (in stead of running it and showing me the pop up...
Any more people experienced this? Any clues to where to look to fix this?
The tutorial you gave is useful. However, it missed something.
After done all the things in that blog, you still need to do one more thing. Right click on the "test.Rexec" file and choose "open with" and then select "RScript". Maybe you need to find RScript in your system which is usually here:
C:\Program Files\R\R-3.2.1\bin\Rscript.exe
Remeber to check the "Always use the selected program to open this kind of file".
Next time, when you double click the "test.Rexec" file, evethying would be okay.
I found no need to create Rexec file.
I created .bat file and then set it up in Task Scheduler.
The .bat file opens up the Rscript.exe, as shown in prev answer above. The .bat file then points to the .R file, that I want to be executed.
For some time, I could not get it to work, but solution was to point to Rscript.exe as mentioned above. Then it will not open up in compiler.
Works fine for me.

Ada 2012 and the GNAT GPS IDE Debugger Can't Find Source File

I'm working with a simple hello world single .adb file program in Ada 2012 using the GPS IDE under Windows 7/64. If I keep all the object and source files together everything works. I did have to go to the project properties Switches tab and select the Ada tab and enable the 'Debug Information' checkbox.
Now I want to organize my project a little better and put the object files in their own directory. I used the project properties Objects tab and changed the setting from . to ojb. I can build and run. Now when I go to debug and click on a line in hello.adb I get the "No source file named hello.adb. I'm guessing that it's looking in the obj directory. I tried issuing a set directory command and gave the absolute path to the parent folder. A subsequent show directories command shows that the folder containing my hello.adb file is now in the path but still no joy. I can no longer set a breakpoint. This doesn't seem like that unusual an operation, I suspect there is another higher level way to specify the source path for the debugger. Anyone know what it is, or any tips on getting this to work?
GPS itself does not do the debugging. It spawns a command line debugger named gdb for that purpose. You could try running GPS with --traceon=GVD.OUT (or alternatively, and often simpler on Windows, change the %USERPROFILE%.gps\traces.cfg file and add "GVD.OUT=yes").
This will log all communications between GPS and gdb in %USERPROFILE%.gps\log.*, which might be helpful in understanding why gdb is not outputting the correct full path for the files.
Please also double-check that "-g" is indeed passed to the compiler (perhaps after removing all files from obj)

Running qcollectiongenerator during application compile process

I've been working on a program called RoboJournal for a long time. The next release has full documentation included; Whenever the user presses F1 or clicks the Help item in the RoboJournal program, the help file is displayed in Qt Assistant (way classier than simply opening a browser window to some online documentation).
In its base form, the documentation consists of lots of loose HTML and image files included in the source package. These loose files are supposed to be compiled into a QCH compiled help file and QHC collection file during build time so Qt Assistant can display the documentation properly. On Windows, this was fairly easy because I was able to write a batch script to automate the entire build process (including compiling the documentation and moving the output files to the right place).
On Linux, it's a bit more complicated. True, I could write a Bash or Perl script that compiles the documentation along with the rest of the program but I have no guarantee that the people who will eventually create my app's Debian packages from the source package I give them will use the script. The source package is used to create all the Debian packages so everything has to work flawlessly with the standard build procedure (or the source package is worthless). Therefore, I need the compile process to produce the same results whether the user runs the script or not. As it is now, the user has to build and install the documentation manually. Surely there's some way to automate this.
Is it possible to have Qmake add instructions to run qcollectiongenerator to the makefile (in order to build my application's help files) so it gets handled properly during the "make" step? That way, the QHC and QCH files will be ready to install to their proper locations (in my case, /usr/share/doc/robojournal-0.4.1) along with everything else when the user runs "make install". I've considered compiling the QCH and QHC files in advance and providing them in the source package but the whole point of building from source is to be able to re-create the entire app from its base components.
I know I probably have to add additional instructions to my .PRO file but I’m not sure what or how. I've found something that looks promising (http://www.qtcentre.org/archive/index.php/t-49484.html) and gives me hope that it's possible for Qmake to do what I need but I’m not sure how applicable those instructions are to my situation. Do I have to create a PRI file just for this or can I add the instructions directly to the main project file?
You can try to use the QMAKE_POST_LINK variable:
QMAKE_POST_LINK += build_help.sh
P.S.
I have no guarantee that the people who will eventually create my
app's Debian packages from the source package I give them will use the
script.
I think this is really not your problem :) It's up to them to properly build the package.

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