As part of a redevelopment project I am looking to extract all source code for a legacy SCL application.
Following Richard DeVenezia's excellent tip I have successfully been able to export all SCL and SOURCE entries using the following command:
BUILD %8b.%32b.%32b.%8b; FILE "C:\TEMP\%8b.%32b.%32b.%8b"; CANCEL
I was also able to write some SCL to extract / export all the SLISTS. The final piece is CLASS definitions..
Using Explorer I can open a CLASS entry into a GUI which shows the methods and attributes. I can also LIST the results to the log. However, all the methods are empty (there is no source code), eg:
/* SET_VIEW */
SET_VIEW: method / (signature='n');
endmethod;
Am not sure if this is always the case, or that the classes I have checked (about 10) all just happen to have empty methods.
My question is:
How do I export a CLASS definition from catalog entry to text file?
Got it! There is a CREATESCL() function (see doc) that will let you convert your CLASS into an SCL entry - which can then be exported to a text file.
Example (SCL) code:
rc = createscl('sashelp.classes.checkbox_c.class','work.a.b.scl');
My explanation of how to run SCL in EG may also be of interest in running the above.
To export to a text file, simply run (in Base SAS):
dm 'build work.a.b.scl; file "C:\temp\sashelp.classes.checkbox_c.class"; cancel';
Related
I'm trying to use LestMove to be more precise
the second implementation method where it says:
Option 2:
Copy the following files into your project:
PFMoveApplication.h
PFMoveApplication.m
If your project has ARC enabled, you'll want to disable ARC on the above files. You can do so by adding -fno-objc-arc compiler flag to your PFMoveApplication.m source file. See How can I disable ARC for a single file in a project?
If your application is localized, also copy the 'MoveApplication.string' files into your project.
Link your application against Security.framework.
In your app delegate's "-[applicationWillFinishLaunching:]" method, call the PFMoveToApplicationsFolderIfNecessary function at the very top.
but I'm not able to call the method / Class, could someone help me with this issue? Thanks in advance!
In general, there are a couple of ways to set up an Objective-C class in your AppleScriptObjC project:
Add the file(s) to the project - the Objective-C class name will be
the one used in the #interface/#implementation declarations
Add an outlet property in the AppleScript class/script you are using, e.g. property someProperty : missing value
Instantiate the class programmatically:
set someProperty to current application's ClassName's alloc's init()
or
Connect stuff up with the Interface Builder:
Add an NSObject (blue cube) from the library to your project
Set the class of the object/cube to the class name of the Objective-C file(s) in the Identity Inspector
Connect the AppDelegate IB Outlet to the object/cube in the Connections Inspector
After setting up the outlet property, the Objective-C methods can be used like any other script/class:
someProperty's handler()
That LetsMove project wasn't really set up for AppleScriptObjC, but I was able to tweak it a bit to get it running. I'm not that great at writing Objective-C, but the following worked for me using a new default AppleScript project with Xcode 10 in Mojave (the original file is over 500 lines long, so I'm just highlighting the changes):
Add PFMoveApplication.h and PFMoveApplication.m files to the project (the class name is LetsMove)
Add Security.framework to Link Binary With Libraries in Build Phases
As described in the original project README, add the compiler flag -fno-objc-arc to the Objective-C file in Compile Sources of the Build Phases
-- Now to alter the Objective-C files a bit:
Move the #interface declaration to the .h file and include the redefined method signatures below in it:
The PFMoveToApplicationsFolderIfNecessary and PFMoveIsInProgress methods are redefined as instance methods:
- (void)PFMoveToApplicationsFolderIfNecessary;
- (BOOL)PFMoveIsInProgress;
Redefine the above method signatures in the .m file, and include those methods in the #implementation section - to do this, move the #end to just before the helper methods (after the PFMoveIsInProgress method)
Remove the isMainThread statement at the beginning of the PFMoveToApplicationsFolderIfNecessary method - this is not not needed (AppleScript normally runs on the main thread), and fixes another issue
There is still a little stuff in there from the original app such as NSUserDefaults, so for your own project, give it a look to see if anything else needs changing (dialog text, etc)
And finally, in the AppDelegate.applescipt file, the following was added to applicationWillFinishLaunching:
current application's LetsMove's alloc's init()'s PFMoveToApplicationsFolderIfNecessary()
I have two files in a Unity3d project. One is a test script that runs in edit mode. The other is a single class with static functions that I'd like to call from the test scripts.
here's my test script:
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class NewTestScript
{
[Test]
public void TestAnotherStaticFunction()
{
int a = NewBehaviourScript.FunctionUnderTest(1);
int b = 1;
// Use the Assert class to test conditions.
Assert.IsTrue(a == b);
}
}
here's my function under test:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
/// <summary>
/// the stupidest function in the world,
/// used to verify tests.
/// </summary>
public static int FunctionUnderTest(int a)
{
return a;
}
}
This gives me the error from the Unity compiler (I'm not building outside of Unity):
Assets/TestS/NewTestScript.cs(12,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
These are running in edit-mode.
I've tried adding and removing the SuperTestNameSpace namespace from the function under test and the calling code.
I've attempted adding/removing files from the .asmdef file that was autogenerated by unity, although this usually leads to other compile errors.
My previous unit test experience is largely in Visual Studio or VSCode, and I'm trying to get my unity3d test experience to match my prior test environment experiences.
Is there a fundamentally limited functionality in the edit-mode tests, or am I missing something stupid?
Further elaboration on the assemblies involved. It looks like there are two assemblies at play here: Assembly-CSharp.dll contains my code under test and TestS.dll contains my testing code. I believe my questions boils down to: how do I add a reference from the TestS.dll assembly to the Assembly-CSharp.dll. I'd know how to do this in Visual Studio (either via the context menu in VS or directly editing the csproj file), however I don't see how to do it in Unity3d. Any edit I make to the csproj file is frequently overwritten by unity, and while there is a 'references' section in the inspector (see picture) I can't add Assembly-CSharp.dll as a reference.
These are the inspector settings for TestS.asmdef. While there's an option to add references, I can't add a reference to Assembly-CSharp.dll, which is where my code-under-test lives.
Ok, I figured this out. There were two things going on:
Editor tests need to be underneath a folder called editor. It's really annoying that the unity editor doesn't do this for you.
You need to have an assembly definition for the code under test and add a reference from the test code to the newly created assembly definition. This must be done in the Unity editor UI.
by default, unity adds your script code to an assembly called Assembly-CSharp.dll, and, for reasons unknown, this assembly isn't referenced by my edit mode test code. I'm not sure if this is a bug in Unity or if it's by design, but explicitly creating and referencing the assembly definition has cleared things up.
The main issue is currently you are trying to call the
NewBehaviourScript(1);
constructor which does not exist...
instead of the method
using SuperTestNameSpace;
//...
NewBehaviourScript.FunctionUnderTest(1);
or alternatively with the namespace in the call directly
SuperTestNameSpace.NewBehaviourScript.FunctionUnderTest(1);
Also make sure the filename matches exactly the class name. So in your case it should be
NewBehaviourScript.cs
Note that the .cs is not printed by Unity in the Project view so there it should say NewBehaviourScript.
Why does it not compile with the using SuperTestNameSpace;? What is the error?
If that exception
Assets/TestS/NewTestScript.cs(14,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
is only shown in VisualStudio but the script compiling fine in Unity especially after adding a new script it helps to simply close and restart VS.
In some cases it also helps to close Unity and VS, remove all files and folders except Assets and ProjectSettings (and if you are under version control anything that belongs to it like e.g. .git, .gitignore, .gitattributes etc) in particular delete the Library, .vs folder and all .csproj and .sln files.
Than open Unity again and let it recompile everything.
Make sure the file that contains your NewBehaviourScript class IS NOT inside an Editor folder.
Move both the scripts in the Assets (root) folder and try again.
I'm trying to deploy a process definition from a file using the following code
DeploymentBuilder deploymentBuilder = repositoryService.createDeployment().name(definitionName);
deploymentBuilder.addInputStream(definitionName, definitionFileInputStream);
String deploymentId = deploymentBuilder.deploy().getId();
System.out.println(deploymentId);
The above code runs successfully and the new deploymentId is printed out.
Later, I tried to list the deployed process definitions using the following code
List<ProcessDefinition> definitions = repositoryService.createProcessDefinitionQuery().list();
System.out.println(definitions.size());
The above code runs successfully but the output is always 0.
I've done some investigations and found that in the ACT_GE_BYTEARRAY table an entry with the corresponding deploymentId exists and the BYTES_ column contains that contents of the definitions file.
I have also found that there is no corresponding entry found in ACT_RE_PROCDEF table.
Is there something messing? from the API and the examples I found it seems that the above code shall suffice, or is there a missing step?
Thanks for your help
It turned out that the issue was related to definitionName (thanks thorben!) as it has to ends on either .bpmn20.xml or .bpmn.
After further testing, the suffix is required for the following definitionName of the code
deploymentBuilder.addInputStream(definitionName, definitionFileInputStream);
Leaving the following definitionName without the suffix is fine
repositoryService.createDeployment().name(definitionName);
It seems that you forget the isExecutable flag on your deployed process definitions. Please check if your process model contains a isExecutable flag. If you use the camunda modeler simply set this option in the properties panel of the process.
If you call #deploy() with non-executable definitions an deployment will created, but the process definition are not deployed since they are not executable.
On the latest version of camunda platform (7.7), a new method called #deployWithResult() was added to the DeploymentBuilder. This method returns the deployed process definitions, so it is easy to check if process definitions are deployed.
I have done the below steps, it is working fine on my local machine but when I worked with TFS solution explore below error display (newlines added for clarity):
Error: The character encoding for the file D:\Testcase\data.csv has changed.
Your source control provider may have problems managing files with this type of encoding.
For example, if you save an ANSI-encoded file as UTF-8 you may not be able to merge or show differences.
Steps:
Created data.csv file.
Advance save as a unicode (utf-8 without signature Codepage-65001).
Make data.csv file as copy if new
Code:
[DataSource("Microsoft.VisualStudio.TestTools.DataSource.CSV", "|DataDirectory|\\data.csv", "data#csv", DataAccessMethod.Sequential), DeploymentItem("data.csv"), TestMethod]
public void CodedUITestMethod1()
{
Console.WriteLine(TestContext.DataRow["firstname"].ToString());
// To generate code for this test, select "Generate Code for Coded UI Test" from the shortcut menu and select one of the menu items.
}
Set the Copy to Output Directory in the properties window for that file to Copy Always or Copy if Newer.
I am sure this is something silly I've done but I can't see what it is:
So I have c++ project which has a main.cpp file and some classes. It was not written with doxygen in mind (error #1) but I'm looking to correct my mistake and generate some documentation. So I installed doxygen and ran the doxygen GUI, entered the project name/synopsis and specified the source and destination locations.
Also to get some output above a function I added a comment in the style the doxygen spec requires:
//! My actual function doesn't really look like this
/*!
* Some sample detail which isn't exactly the same as the main
* function but the structure is the same
*/
void sampleFunction()
{
doSomethingUninteresting();
}
However when I hit run in doxywizard no extra comments are made.
If I set the extraction mode to documented entities only main.cpp doesn't even show up. If I set it to all entities main.cpp appears under files and the function is in there however there is no detail whatsoever in the file.
As a complete novice trying to retrofit my project no doubt I've omitted to do something important but all the documentation/tutorials I've read don't suggest anything other than what I've stated needs to be done so I turn to the knowledgeable SO community for assistance
UPDATE:
In response to the comment by Arne Mertz here are a few more details:
Doxywizard is in Program Files/doxygen/bin and the config file is wherever doxywizard creates it by default
My source code is in User/Desktop/
The output folder is in User/Desktop/Documentation
To document a global functions you have also to include a file name. E.g.
/*!
* \file MyFileName.cpp
* \brief a brief description of a file
*/
//! My actual function doesn't really look like this
/*!
* Some sample detail which isn't exactly the same as the main
* function but the structure is the same
*/
void sampleFunction()
{
doSomethingUninteresting();
}
Note, that the name after \file keyword should be exactly as the name of the file.
I was being foolish as I suspected, to be safe I'd made a copy of my project and so the version I was editing was not the version being interpreted by doxygen
I apologise to anyone who wasted their time trying to help with this but I very much appreciate your attempts to do so :)