Library conflict when running AppEngine using PyCharm - google-app-engine

I am trying to run AppEngine Standard Environment inside PyCharm.
The problem is when I include Google App Engine SDK as part of External Libraries, but it contains multiple version of old libraries that somehow has higher priority than the library I have in my env folder.
Specifically, it is loading jinja2-2.6 which doesn't work for Python 3, even though I have jinja2-2.11.3 in my env/lib.

Pycharm does have a bit of issues with its library system as many users have reported before. To Adjust the version of your libraries in PyCharm you must access the interpreter options relating your python interpreter for your current project, you can access this option by searching in the menu Settings/Preferences or by pressing Ctrl+Alt+S
In this dialog you can view the packages available and their current running versions. You can update the version by clicking on the ▲ symbol next to the version. if you have trouble upgrading to a specific version you may need then you can alway remove a package by clicking on the "-" on the right hand side after clicking on the package you wish to remove. After removing the package you can add a new one by clicking on the "+" button right on top of the "-" button. Here you can search for the package you need and before installing a package, you can check the specific version checkbox to search for the version you require in the dropdown menu next to it.
This link contains images for what i'm explaining here.
Remember that these packages are taken directly from the pip so if you have errors using the interface you can always try to manually edit the packages (also described in the link).
To upgrade a specific package using pip for python3 you can use the following command:
pip3 install --upgrade PackageName

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Windows application packaging project does not provide option to uninstall previous installed package before installing the new one

I use Windows Application Packaging Project to generate MSIXBUNDLE for my WPF app.
App installed failed with error message: Windows cannot install package xxxxxx_3.8.3.0_neutral~_hijkl because a different package xxxxxxx_3.8.2.0_neutral~_abcde r with the same name is already installed. Remove package xxxxxx_3.8.2.0_neutral~_abcde before installing. (0x80073cf3)
I think the reason is that I signed the new package (3.8,3) with a new EV code signing certificate. Does WAP tool support option to uninstall previous package? Under the project property tab "Debug" ->"Start option", there is a check box for "Uninstall and then re-install my package. All information about the application state is deleted". But enable it does not seem to do the job.
Thanks,
"Uninstall and then re-install my package. All information about the application state is deleted"
I think this option is useful only for debugging purposes. It sounds like an option to remove a previous copy of the package (that has the same version and product name). So, this does not help with removing older versions.
For MSIX packages, you don't top configure anything specific in the package to trigger the removal of a previous version, as you used to do with an MSI. This is handled automatically by the OS.
But the OS needs to somehow understand which package to remove and I suspect the digital certificate is part of that check. Just manually remove the old version, install the new one, and then build a test version (3.8.4) to confirm if the different certificate was the problem.

Rcedit doesn't works after selecting embed pck file in godot

I installed Rcedit for changing my file icon after exporting my game with Godot 3.2.2 stable.
But it only works when I uncheck embed pck. Else, it says that it can't find pck.
I want to embed the pck file with exe.
I also to change the file icon from default.
What can I do?
Edit: I also noticed now that, Rcedit is not working. It shows the custom icon when I check it in the folder. But when I bring it to desktop, it shows the default icon and it doesn't depends on presence recedit!
I am confused. Can someone solve it.
This is now a document known issue: Export with embedded pck is broken when changing PE metadata with rcedit. It has not been solved at the moment of writing. However, it should be solved for the next release (if there is another tool, similar to rcedit, which actually works in this scenario, that would be the solution. For you, and for Godot. I'm unaware of any).
Godot is not coming today, but will come tomorrow
-- Waiting For Godot.
Meanwhile, you will have to build your own export templates for Windows. To do that, begin with downloading Godot source.
Go to the Godot repository, select the branch you want (e.g 3.2) or the tag you want (e.g. 3.2.3-stable), and download to zip.
You will need Python. You will need pip, make sure it is up to date (python -m pip install --upgrade pip) and install Scons using pip (python -m pip install scons). You will also need the C++ build tools. I recommend using the Visual Studio Community installer and select "Desktop development with C++" (you don't really need Visual Studio, however in my experience using the Visual Studio installer to get them is more reliable than the standalone installer). Finally you can run scons platform=windows from the Godot source folder to build Godot.
The build system and the build process is explained in more detail in Introduction to the buildsystem. And, of course, Compiling for Windows.
Yet, the goal is not to build Godot. The goal is to build the Windows export templates. For that you are going to run these:
C:\godot> scons platform=windows tools=no target=release_debug bits=32
C:\godot> scons platform=windows tools=no target=release bits=32
C:\godot> scons platform=windows tools=no target=release_debug bits=64
C:\godot> scons platform=windows tools=no target=release bits=64
Oh, but, wait, before you do that… You need to find platform/windows/godot.ico in the source and replace it with the icon you want. Then build the Windows export templates.
Once you have your custom built export templates, you need to put them in %APPDATA%\Godot\templates\<version>\, where version matches what about says in Godot, (e.g "3.2.3.stable.mono"). And then you can build your game.
As you know, your game will appear with the default icon. What I describe here changes the default icon.

How to make changes to third party package in React Native 0.60+

I'm struggling with making changes and possible a pull request for a third party react native package with cocoapods and auto linking.
In this case I want to add some minor functionality to React Native Camera. And I've forked the repo.
While developing I'd like to use my local code, but I can't get it to work.
I'ven tried using npm link, but this doesn't work since React Native can't find the linked package with the TypeScript import statement.
I've also tried just to edit Objective C code directly in node_modules, running pod install again and rerunning react-native run-ios, but it doesn't seem to include my changes.
I've never really made pull requests to other packages before, so I think I need some help. I thought this would be the easiest thing to google, but it turns out it's not.
You may be doing this already, but make sure that you clean and rebuild the project from xcode if you're modifying objective C code in the node modules folder, before re running react-native run-ios.
If you've already installed the library you also shouldn't need to rerun pod install.
Similarly on android, be sure to rebuild the project in android studio.

Managing Demo / Full version of my app in Codename One

I was ordered to deliver an app in 2 versions : one demo/light (limitted features) the other full (all features). I have a boolean in code which tells which one is running. They both run as expected in the simulator or on a test device (iOS and Android).
Now I want to distribute them. So I read that it was possible with XCode to define different targets corresponding to the light / full versions and with Eclipse it was possible to define the base project as a library and then create 2 projects also corresponding to the light / full versions.
Before I start messing around with my app project, is there a recommended way to achieve my goal with CodenameOne maybe via build hints that would change the app name and the boolean inside the code depending on a build hint value ?
EDIT 19/09/2016 (working methodology)
Following Shai's advices here are the steps I followed to generate a light version based on the full one (in case someone encounters the same case) :
Under your IDE (Eclipse or whathever) copy and paste the base package in the src folder and rename it com.packageLIGHT.appName (simply append LIGHT to the package name, don't use underscore or space since it will be considered as an illegal character later by Apple)
=> So now in src folder you should have
src
|- com.packageLIGHT.appName
|- com.package.appName
Then in com.packageLIGHT.appName remove all files except MyApp.java (aka the main file). In this file add import com.package.myApp.*;
3.1. (ECLIPSE) In "Run/Run Configurations" menu copy the existing config and paste it as Simulator_MyAppLIGHT and in arguments change it to "com.packageLIGHT.myApp.MyApp".
3.2. (NETBEANS) The "Run/Set Project Configuration" does not seem to work as expected since any configuration that might be selected leads to the same default behaviour. However applying step 6. and running the project in the simulator afterward has the expected result.
Now you should be able to run both versions by running the different configurations.
For iOS (not sure if it is also needed for Android) you have to generate another pair of provisioning files. So move the existing ones in iosCerts/FULL and use CN1 wizard to generate the "light" version provisioning files where you'll adapt the package name to match "com.packageLIGHT.myApp". Store the generated files in iosCerts/LIGHT. There is no need to overwrite the existing certificates (more on certificate here).
Finally replace in "codenameone_settings.properties" the original package name with the "light" one for the lines codename1.ios.appid and codename1.packageName. Also change the iOS provisioning files to iosCerts/LIGHT or FULL depending of what you want to build.
Now when you send the Android / iOS build to CN1 server it will build either the "light" version or the full one depending on what package is written in "codenameone_settings.properties".
Please note : if at step 6. you get NullPointerException on build.xml on line 469 (android build) or 344 (iOS build) which deals with certPassword="${codename1.android.keystorePassword} (android build) or appid="${codename1.ios.appid}" (iOS build) and you're using CN1 plugin version 1.0.0 20160812 under Eclipse then Shai's comment below may be worth it
If you want 2 distinct versions of the same app then you need 2 distinct packages since the thing that defines the app uniquely in the store is the app package. There are two common ways to do it:
Place functionality in cn1lib and build two apps
Build one app and just swap the codenameone_settings.properties file
The first one should be pretty clear but might be a bit painful to work with as you can't run the cn1lib and might run into issues debugging it.
The second one is actually rather simple. Create the main version of the app then add the package to the demo version and copy the main file there.
To run the demo version just change the package in the IDE "run settings".
Copy your codenameone_settings.properties to a separate file and just replace all the regular package names to the demo package names. When you want to build the "demo" version replace the codenameone_settings.propeties files with one another, you can automate that with a script obviously.

Is there an official nuget package for Angular 2?

I'm currently working in a work environment where I do not have access to npm / node. The npm download location is actually blocked so I can't get any packages.
I want to build an Angular 2 site. As I can't access npm, I want to use Nuget to get the files. Although I can see the Angular 1 packages, I cannot seem to see any Angular 2 packages. Is there one for Nuget?
Also, is populating the node_module folder and compiling the Typescript the only thing that npm does for Angular? If I can just get a copy of the node_module folder (from outside work) and get TypeScript working in my solution, can I basically bypass the need for npm?
In short; No.
You can see a list of all available NuGet package versions here, with the most recent being 1.5.3.
Even performing a generic search shows most recent versions as 1.5.3.
Sometimes they'll have beta versions of packages available that you can install with a command similar to: Install-Package EntityFramework -Version 6.1.3-beta1 -Pre, but it doesn't appear as if they have created any pre-release packages.
So, as #Michal Dymel mentioned, you could get it from a CDN or some other location.

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