Drupal 7 javascript file is not accepting - drupal-7

I have my custom js file ,I am working on zen subtheme and I also included my custom javascript file into .info file also but its not working. Can any one please help me?

This problem may be come from much of cases, to resolve it you can check these general cases:
1) Flush all cache
2) check firebug is file include or not
3) if file exists check console error (may be is error when declare jQuery library or any js lib error) In your case, this is problem ^_^
4) if file not exists check you are declare sub theme correctly, if yes check a file include name & extensions, and keep on mind thre is no semicolons before active file ( semicolons used for comment line in .info)
Good Luck

Related

Including support and libraries for native interface error

I am sorry to bother you again but it still does not work with this... The new error is :
Could not find method compile() for arguments [{name=support-v4-25.0.0, ext=aar}] on DefaultExternalModuleDependency{group='com.opentok.android', name='opentok-android-sdk', version='2.11.0', configuration='default'}.
(Here is the entire Log)
In the library the properties file contains the following lines: (codenameone_library_required.properties)
codename1.arg.java.version=8
codename1.arg.android.buildToolsVersion=25.0.0
codename1.arg.android.playServicesVersion=9.8.0
codename1.arg.android.supportv4Dep=compile 'com.android.support\:support-v4\:25.+'
codename1.arg.android.gradleDep= compile 'com.opentok.android\:opentok-android-sdk\:2.11.0'
The codenameone_library_appended.properties file is empty.
We included the aar files (support-v4-25.0.0.aar, appcompat-v7-25.0.0.aar and opentok-android-sdk-2.11.0.aar) in the library in the native/android.
We are out of ideas to try, can you please help us again?
Thank you in advance !
Those hints aren't for the inclusion of the AAR. That's unnecessary. Once you include those hints the support library should "just work" and including the AAR will become redundant since we already include it.
We removed the aars, kept the one from opentok and added the support v7 arr and now it works ! Thank you very much !

How to add a new filter to ffmpeg library

I am trying to add functionality to FFmpeg library. The issue is that in developer guide there are just general instruction on how to do it. I know that when I want to add something to ffmpeg I need to register the new functionality and rebuild the library so I can then call it somehow like so:
ffmpeg -i input.avi -vf "myfilter" out.avi
I do not want to officialy contribute. I would like to try to create the extra functionality and test it. The question is - is there any scelet file where the basic structure would be ready and you would just get a pointer to a new frame and processed it? Some directions or anything, because the source files are kinda hard to read without understanding its functions it calls inside.
The document in the repo is worth a read: ffmpeg\doc\writing_filters.txt
The steps are:
Add an appropriate line to the: ffmpeg\libavfilter\Makefile
OBJS-$(CONFIG_MCSCALE_CUDA_FILTER) += vf_mcscale_cuda.o
vf_mcscale_cuda.ptx.o scale_eval.o
Add an appropriate line to the: ffmpeg\libacfilter\allfilters.c
extern AVFilter ff_vf_mcscale_cuda;
The change in (2) does not become recognized until ./configure scans the files again to configure the build, so run Configure and when you next run make the filter should be generated. Happy days.
i was faced with a problem to add transform_v1 filter (see details on transform 360 filters at https://www.diycode.cc/projects/facebook/transform360 ) to ffmpeg with the version N-91732-g1124df0. i did exactly according to writing_filters.txt but transform_v1.o is not linked?
i added the object file (vf_transform_v1.o) in Makefile of libavfilter.
OBJS-$(CONFIG_TRANSFORM_V1_FILTER)+= vf_transform_v1.o
i checked that the define CONFIG_TRANSFORM_V1_FILTER=1 is present in config.h .
However, after the compilation transform_v1 is still not recognized.
i resolved this issue in an awkward way, i added explicitly vf_transform_v1.o in OBJ-list without conditioning by the global define CONFIG_TRANSFORM_V1_FILTER:
OBJS+= vf_transform_v1.o

How to predefine header file path in a project

I am trying to use the following method to include a project header file:
#include FILE_PATH
Where FILE_PATH is defined as the file to be included.
The project compiles without errors if FILE_PATH is include as:
#define FILE_PATH "hal/micro/config.h"
#include FILE_PATH
But if FILE_PATH is pre-defined as a compiler define option inside the project options, then building the project returns the following error:
Error #13: Expected a file name
The development software being used is Code Composer Studio version 6.
What am I missing here to pre-define the header file path in a project?
Additional Details:
I am in the process of converting a working project from the IAR embedded workbench IDE to Code Composer Studio. The Pre-define NAME (--define, -D) shown in the picture below are mostly identical to how they were in the IAR project.
The pre-define name boxed in red is currently the cause of the error, but this could occur with any of the other defines with file pathnames.
I have tried the suggestion of using the #ifdef statement to at least verify that PLATFORM_HEADER is actually defined and it does seem to be defined. I also checked for typos and there doesn't appear to be any noticeable typos.
The key reason for wanting to go with the pre-defined macro approach is to avoid individually making changes to numerous files affected by this error.
I still have not yet tried a command line compile, since I need to reference the manual on how to do so, but I will try as soon as I figure it out.
#StenSoft wrote:
The IDE does not correctly escape the parameters. You should escape the quotes. You can also try placing PLATFORM_HEADER somewhere in the code and see what the compiler would tell you it sees.

Lua loadfile not finding a file

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")

Apache: SSI inside SSI

Is there a way I can include include files inside include files? (Say that five times fast!)
For example:
Inside index.html:
<!--#include virtual="/include-1.shtml"-->
Inside include1.shtml:
<!--#include virtual="/include-2.shtml"-->
So the tree looks like this: index.html <-- include_1.shtml <-- include_2.shtml
As is, this is not working on my Apache. The first include works fine, but the content for the nested include doesn't display.
As it is relevant, I am using the XBitHack on Apache 2, and I've double checked that both files are executable by the web user.
Help?
I know that this question is more than four years old, but for the benefit of people who, like me, find it thanks to StackOverflow's amazing search engine juice, here's how I made it work.
Under Apache2, you need to know this.
Relevant text:
This command inserts the text of the included file into the parsed file. SSI files may be nested, that is the included file may contain additional SSI statements (but in this case must have an .shtml suffix irrespective of the setting of XBitHack).
(Emphasis mine) For me, the solution lay in uncommenting two lines in the default httpd.conf:
AddType text/html .shtml
AddOutputFilter INCLUDES .shtml
… and changing the filename extension of the first-level included file to .shtml:
index.html
  └─┬─ include1.shtml
    └─── include2.html
Boom! Nested SSI works like a champion.
Make sure that Apache is actually trying to process the *.shtml files. Try putting
<!--#echo var="DATE_LOCAL" -->
in a *.shtml file and seeing if you get the expected results. Do you get the same result in a *.html file? If you don't see the dates in both, your configuration is off.

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