Automatically run build on file change - build

Is there a way to automatically trigger a rebuild after changing a file in my project?
I'd like to do something similar to SASS, which watches a directory of scss files and compiles new css files instantaneously.

There is a variety of good build systems which have different dependencies and requirements.
Some samples from "old school" builders are: Ant, Make
If you building web app, or just in case using nodejs you may try javascript based builders, just small list of names: Bower, Grunt, GearJS, Shifter (YUI3).
So just measure your needs/abilities and based on that measurements choose whatever is better suite.

Related

UE4 Can I load .umap into packaged standalone?

I need to load on start .umap files created after packaging standalone version of my app. The problem is that .umap need to be cooked (even when I uncheck Pak flag). How can I solve that?
What I want to accomplish is that to build standalone app. Let designers to create some .umap level files in Unreal Editor. And finally to be able to start my app with new .umap level.
I see 2 possible ways:
Find some plugin or tool which can separately cook .umap file and add it to packaged project. Does such a plugin exists?
Build standalone project without cooking (I don't need to redistribute the project, it's tool for internal use). Is it possible?
Any thoughts?
You should take a look at UAssetManager class, which could be used for loading UE4 assets at runtime. However, I can't promise you it will load entire map for you, i've never used this mechanism at my own.

TFS Build 2015 - Using Globally Referred Files in Every Build

So, we are in this process of migrating XAML Builds to vNext (2015) Builds on TFS, and we are trying to "do things as clean as possible", since we had many, many customizations on the XAML builds that could be avoided and actually gave us problems along the way.
One major issue we are facing is with paths and "global files". Let me explain:
There are some files that, for commodity reasons, we have on a single place and every SLN file on that Collection refers them. Those files are such ones as Code Analysis RuleSets, Signing Files (SNK), etc. So the change is made in one place only and it affects every build.
Well, in XAML Builds we have a Build that runs with CI that downloads (Gets) those files, and since we hammered-in the same exact pathing for TFS and Machine (with a environment variable for the beginning of the path), the path is the same on the Developers and Build machines. However, this creates dependencies between builds and workspace issues.
My question here is, is there a configuration that I am missing that allows referring to files in other branches other than the build one? Since I’m trying to keep the build machines as “disposable” as possible, it’s running with an Agent Config Out of the Box: No custom paths, no hardwiring.
I already tried referring the files directly with their source control path, for example. The only options I’m seeing are either creating a PowerShell/CMD Script that downloads those files right into the same folder as the SLN or keeping it “as it is” and use relative paths putting a “Build” Build Step before the actual Build Step so it downloads the files to the server.
Isn’t there an “Elegant” way of doing this? Or is our methodology wrong from the get go?
You can add a Copy Files step to copy the files that the build needs:

A guideline to building angular apps based on npm and typescript

with the release of angular2 I actually encountered typescript, npm, ... for the first time, and I really appreciate its power, so I barely grasp the surface.
In the "development mode" I can find my way, but in the end:
Question:
I want to generate an independent folder that includes all necessary dependencies: js, css, html-files and is portable without needing npm, transpilers,... anymore. (So basically I want to copy this generated folder to a server and people can access the index.html as usually)
Problem
Setup
npm (as a module manager and build tool) npm as a build tool, npm as a build tool II
typescript (tsc as transpiler)
angular2 (with separated files for html, css), SystemJS
Needed Guideline
An (abstract) guideline for what steps to take in order to achieve the prescribed goal, namely a folder that has (all) the features and is build from the typescript files, (probably .scss-files,...) in a separate and self-contained way.
Probably I am searching for the wrong keywords but I have only found some fractions of my answers so far and I would really appreciate a list (of tutorials, or so) that I can stepwise go through. (Currently I feel lost)
I would have a look at the systemjs builder, using a build process such as gulp, gulp-inject to configure the index.html, and consitute the build like this:
build typescript files
bundle js files using systemjs in the build folder
build scss files (there must be a plugin for gulp) in the build folder
copy all html files in the build folder
inject dependencies in index.html
This is a raw answer to your question, untested, and from the top of my head, but I hope it can lead you to a solution. I have a little something in this repository.

Run a script in eclipse before build

Simply put:
In eclipse how do I run a shell/batch script when I build? I have an external tool that can be run by hand but I want to trigger it when the project is built. Using build variables in the script would be an added bonus.
Why I want this:
I work on multi-platform games for mobile. The teams in the company I'm at use X-Code, Visual Studio, and Eclipse (Momentics) for our games. We want to be able to pick up a phone and see overlay on-top of it with information such as who built it, when it was built, what branch and revision it's from, and what library versions are being used. I've done this with X-Code by running a script on build that dumps some of that information to the resource directory of my game that I can then parse at runtime. It's really simple and I'm up for alternate suggestions if you have them; keeping in mind it must work for the three IDE's our developers use.
Bonus Sugar:
In X-Code we can use build variables which would be super nice to have for eclipse as well. I use them to change to the active cocos2d-x repository and get a git log to tell us when the last commit to that repository was made and by who. If that isn't possible in eclipse I can figure something out.
Thanks in advance!
Add a custom builder to your project: open Project properties from the popup menu, on the builders page add a new Program. That will open a "External tool configuration" page.
There you can define a script to run, and also add parameters, where you can add Eclipse variables, such as ${workspace}, etc.
Be careful though: this will run every time when the incremental project builder runs, and the configuration is shared through version control (so beware of absolute paths).

how to organize configure for plugins

There is application called "runner" located in 'app/bin' directory.
And there are a lot of plugin modules that should be located in 'app/bin/modules/' directory.
Mainly we are developing plugin modules and running them with "runner", There are no much work on "runner", only bugfixes.
Currently, to compile plugin, we compile whole project with "runner" and deploy to run environment.
Now I want reorganize it, so compile only source code of plugin.
The problem is: to compile modules we need to modify "configure.ac" to add module Makefile path, and then run "./configure"
(Second approach)
To avoid modification of main "configure.ac" I can create secondary "configure" files for plugin modules. In this case we will have a lot of "configure.ac"s. One module is implemented 1-2 days max.
I would like to hear experts' opinion for such situation.
Which approach is preferable ?
I'd go with the second approach. Adding to a system is better than modifying a system.