I have a script that looks like this:
angular.module('Game').constant('WHITE_PIECE', '\u26C0')
... more lines ...
.constant('WHITE_KING', '\u26C1')
(end of file)
When I run grunt jasmine, I get the classic error, Module 'Game' is not available! You either misspelled.... Oddly though, I'm positive that module is being declared. If I move the code to the end of the file where the 'Game' module is declared, it works. If I move the code to the end of a different file, which declares a service for the 'Game' module, it works. I get no errors in my browser. Is this phantomjs being dumb? Is it a bug in Grunt-contrib-jasmine?
I put console.log statements before this file and before the file which declares the Game module; this showed that the constants file is being interpreted before the Game file. However, I thought Angular was clever enough to figure that out. Do I need to tell grunt-jasmine-contrib exactly which order to load my scripts?
Based on more Googling, I believe this to be a bug and not a mistake. The only solution is to force the correct order of script interpretation, which unfortunately negates the convenience of the jasmine globstar source pattern (e.g. **/*.js).
Related
I'm using Google's closure compiler (set to compilation_level=ADVANCED_OPTIMIZATIONS) to successfully minify/obfuscate my javascript code (I'm currently doing this semi-manually with a Sublime text plugin).
The vast majority of my javascript is in a single .js file, but of course if I obfuscate this code, and there's other snippets of javascript in my project's html files (perhaps referring to pre-obfuscation function names), then I'm going to run into problems.
What's the best approach to dealing with this dilemma? Ideally I could run a whole project through the compiler which would recognise javascript inside html files and obfuscate them in a consistent way.
Export the functions that you need to call from HTML code, those will not be renamed (minified) by the compiler. Either use the #export tag as part of the type definition, or call goog.exportSymbol or goog.exportProperty after they are defined. See the section in this wiki page about #export.
See the section Solution: Export the Symbols You Want to Keep on the page about Advanced Compilation and Externs for discussion and yet another way:
function displayNoteTitle(note) {
alert(note['myTitle']);
}
// Store the function in a global property referenced by a string:
window['displayNoteTitle'] = displayNoteTitle;
You can use obscure names for the things that are exported if you need to. If you have a lot of code in the html files, move that code to functions in your single file and call those functions from html. Closure Compiler will not compile code that is inside an html file.
I would like to check syntax of my perl module (as well as for imports), but I don't want to check for dynamic loaded c libraries.
If I do:
perl -c path_to_module
I get:
Can't locate loadable object for module B::Hooks::OP::Check in #INC
because B::Hooks::OP::Check are loading some dynamic c libraries and I don't want to check that...
You can't.
Modules can affect the scripts that use them in many ways, including how they are parsed.
For example, if a module exports
sub f() { }
Then
my $f = f+4;
means
my $f = f() + 4;
But if a it were to export
sub f { }
the same code means
my $f = f(+4);
As such, modules must be loaded to parse the script that loads it. To load a module is simply to execute it, be it written in Perl or C.
That said, some folks put together PPI to address the needs of people like you. It's not perfect —it can't be perfect for the reasons previously stated— but it will give useful results nonetheless.
By the way, the proper way to syntax check a module is
perl -e'use Module;'
Using -c can give errors where non exists and vice-versa.
The syntax checker loads the included libraries because they might be applying changes to the syntax. If you're certain that this is not happening, you could prevent the inclusion by manipulating the loading path and providing a fake b::Hooks::OP::Check.
i'm trying to do some code in a keyboard driver, a 3rd party software that looks like this can run the command i'm trying to do in a plugin file that compiles alongside the daemon that the command needs to be sent to. the command looks like this.
g15_send_cmd (g15screen_fd,G15DAEMON_MKEYLEDS,mled_state);
here's the code i'm working with and trying to run the command in (it compiles as a plugin with the daemon. in the uncompiled source it's
"g15daemon/plugin/g15_plugin_uinput.c"
the file that defines the command is in
(link)
"g15daemon/libg15daemon_client/g15daemon_clinet.h"
whereas with the g15macro (3rd software) is run from outside the daemon for various reasons i don't want to (and pretty much can't) use it, one being speed of execution of commands when keys are pressed.
so the program compiles like this without error it seems. but if the code i specified above activates, the driver(daemon) crashes giving
g15daemon: symbol lookup error:
/usr/lib/g15daemon/1.9.5.3/plugins/g15plugin_uinput.so: undefined
symbol: g15_send_cmd
what did i do wrong or what am i missing here? (and i'm sorry if the code in the plugin file is ugly down by that switch command, but i didn't know how to do any better since i don't know C much at all, all i have behind me are Py and C#)
Edit: the solution was given
but i don't know how to add a linker flag, also since it links to a part of the program being compiled will it even work?
You forgot to link your plugin with g15daemon_client library. The simple way to fix it is to add -lg15daemon_client to the linker flags.
I had some lua code with the following line:
JSON = loadfile("JSON.lua")()
The file JSON.lua is in the same directory as the lua code that line came from. This code worked for me for a while, and then, without my changing either the lua source, or the JSON.lua, or permission of any of the files, or the directory from where I was running the lua code, I started getting a nil error on that line. (I simply recall NO relevant changes that could have any impact on the lua code.)
Adding an assert revealed that the error was caused by the file not being found. Playing with file permissions, restarting my machine didn't resolve the issue, and pulling back code that I had checked in and was working perfectly did not resolve the error.
I resolved the error by changing the line above to provide the absolute path to that JSON.lua file.
Is there anything explaining why the code without the absolute path could have worked for a while and then stopped working?
Note: This behavior of working and then not working happened to me twice over a week. I am puzzled and though I have now found a fix, I am really curious as to the explanation for that intermittent behavior.
Lua uses package.path, whose default value comes from the environment variable LUA_PATH if it is set, as the list of directories to search. You can put . of the front of this list to load files from the current directory, or you can put your files in a path on the list.
A late answer on this, as I found exactly the same problem.
First, contrary to the previous answer, loadfile doesn't use the package.path search path. It only looks in the specified directory. And if you don't specify a directory, it only look in the 'current directory'. I can't explain exactly why it stopped working for you, but probably your Lua code is somehow being run with a different 'current directory' than previous.
There are two possible fixes: One is to specify an absolute path to loadfile.
JSON = loadfile("c:\\my_folder\\JSON.lua")()
The alternative fix depends on the particular library you're using, which I suspect is Jeffrey Friedl's Lua JSON lilbrary. Because this supports the newer Lua module mechanism, you can just load the module with require, which does support the package.path search path.
JSON = require("JSON")
What's the simplest way to find the path to the file in which I am "executing" some code? By this, I mean that if I have a file foo.py that contains:
print(here())
I would like to see /some/path/foo.py (I realise that in practice what file is "being executed" is complicated, but I think the above is well defined - a source file that contains some function that, when executed, gives the path to said file).
I have needed this in the past to make tests (that require some external file) self-contained, and I am currently wondering if it would be a useful way to locate some support files needed by a program. But I have never found a good way of doing this. The inspect module sounds like it should work, but you seem to need a class or function that is defined in that module.
In particular, the module instances contain __file__ attributes, but I can't see how to get the "current" module. Objects have a __module__ attribute, but that's the module name, not a module instance.
I guess one way is to throw and catch an exception and inspect the contents, but that seems like hard work. Surely there is a simple, easy way that I have missed?
To get the absolute path of the current file:
import os
os.path.abspath(__file__)
To get content of external file distributed with your package you could use pkg_util.get_data()(stdlib) or pkg_resources.resouce_string() (setuptools) to support execution from zip-archives or standalone executables created by py2exe, PyInstaller or similar, example.