build

Go build error: no non-test Go files in <dir>

泪湿孤枕 提交于 2020-07-20 11:23:04
问题 Getting an error when trying to run go build ./... from my $GOPATH/src . no non-test Go files in <dir> The error is correct there are no test files in <dir> but why is that causing a compile error? Is it a bug? 回答1: I don't think this is a bug, unless you see somewhere in the docs that contradicts this behaviour you should probably close the issue you've created. Tests in go normally live in the package they are testing. You have made a new package with package main at the top (invalid if you

Unable to add new version in app store in app store connect

☆樱花仙子☆ 提交于 2020-07-19 05:15:06
问题 I have a live version for my app on app store which i 0.0.151. Now i am unable to add new version because i can't see the (+) add button option only in my appstore connect. Looking forward for response. 回答1: It is not something we can do anything about only apple support can help. The problem got resolved within 24hrs after ticket was raised. 来源: https://stackoverflow.com/questions/62690248/unable-to-add-new-version-in-app-store-in-app-store-connect

Unable to build Binary for target dso_dataset (libgdcmMSFF.so.2.8 Undefined refernce) and conflict with libraries in implicit directories

不羁的心 提交于 2020-07-10 06:54:18
问题 I am trying to build a binary target called dso_dataset. I follow this Github page to run some software. I faced a warning while cmake .. but ignored and went on to do make, but at the end recipe for target failed. output of command cmake .. is below (base) gok4abt@ABTZ0KUV:~/dso/build$ sudo cmake .. -- The C compiler identification is GNU 7.5.0 -- The CXX compiler identification is GNU 7.5.0 -- Check for working C compiler: /usr/bin/cc -- Check for working C compiler: /usr/bin/cc -- works --

Libtorch on Raspberry can't load pt file but working on ubuntu

好久不见. 提交于 2020-07-09 17:13:07
问题 I'm trying to build a C++ program with libtorch on a Raspberry PI. The program is working on Ubuntu, but I've got the following error at build on Raspberry : error: use of deleted function ‘void torch::jit::script::Module::operator=(const torch::jit::script::Module&)’ In file included from /usr/include/torch/csrc/jit/ir.h:18, from /usr/include/torch/csrc/jit/tracer.h:9, from /usr/include/torch/csrc/autograd/generated/variable_factories.h:8, from /usr/include/torch/csrc/api/include/torch

Libtorch on Raspberry can't load pt file but working on ubuntu

烂漫一生 提交于 2020-07-09 17:10:28
问题 I'm trying to build a C++ program with libtorch on a Raspberry PI. The program is working on Ubuntu, but I've got the following error at build on Raspberry : error: use of deleted function ‘void torch::jit::script::Module::operator=(const torch::jit::script::Module&)’ In file included from /usr/include/torch/csrc/jit/ir.h:18, from /usr/include/torch/csrc/jit/tracer.h:9, from /usr/include/torch/csrc/autograd/generated/variable_factories.h:8, from /usr/include/torch/csrc/api/include/torch

Can I make a local module with the Swift Package manager?

那年仲夏 提交于 2020-07-04 10:45:30
问题 I know the Swift package manager can compile code from github as a module for my project, but can I tell the package manager to compile code that is stored locally on my computer instead? The idea is I have some code that I want to separate off from the rest of my project, so I keep it in a folder and the Swift compiler will build it so that that code can be imported like any other module. 回答1: You can reference a local directory in your Package.swift file, but it must be a Git repository.

Resolution changes once program is built

时光毁灭记忆、已成空白 提交于 2020-07-03 17:29:10
问题 I am creating a Unity project in the 1920x1080 resolution (the same as my monitor). Everything looks fine when testing the program in the Unity editor - however, once built the resolution changes to an unusable state. I have an option to change the resolution, however, I don't think this is the problem as the resolution is messed up before even changing the setting. Screenshots: In Unity , Built Here are some snippets of code which could be the cause of the problem if I've over looked

Use XAML-Builds with TFS 2018 Update 2

a 夏天 提交于 2020-07-03 03:22:44
问题 We installed the newest TFS Server (TFS 2018 Update 2) which should run xaml builds. After the update, we started our agent, but our xaml-controller is still offline and I don't know how I start this again.. Any ideas what we can do? 回答1: Yes, you can now upgrade to TFS 2018 Update 2 and continue to connect your XAML controllers and run XAML builds. When we removed support for XAML build in TFS 2018 RTW and Update 1, some of you could not upgrade due to having legacy XAML builds, and we want

Use XAML-Builds with TFS 2018 Update 2

最后都变了- 提交于 2020-07-03 03:22:10
问题 We installed the newest TFS Server (TFS 2018 Update 2) which should run xaml builds. After the update, we started our agent, but our xaml-controller is still offline and I don't know how I start this again.. Any ideas what we can do? 回答1: Yes, you can now upgrade to TFS 2018 Update 2 and continue to connect your XAML controllers and run XAML builds. When we removed support for XAML build in TFS 2018 RTW and Update 1, some of you could not upgrade due to having legacy XAML builds, and we want

Building Vue project ignores media subfolders

放肆的年华 提交于 2020-06-29 03:55:50
问题 I am using Vue 2 and I put some videos in the Vue template using HTML5 video. I save those videos in the VueProjectRootFolder/src/assets/videos/myVideo.mp4 so my markup in Vue is <video width="100%" height="40%" controls> <source src="@/assets/videos/myVideo.mp4" type="video/mp4"> </video> This works and when I do npm run build , the video works. But it is transferred in the media folder and there is no videos subfolder inside. Also, Vue changes the URL of the video to /media/myVideo.mp4 I