Many Docker tutorials skip this step for simplicity, and we will have to do some extra work to avoid running as root, but I think it’s very important. Without this line, they would run as root, which is against security best practices and in particular the principle of least privilege. The USER step tells Docker to run any subsequent build steps, and later the process in the container, as the node user, which is an unprivileged user that comes built into all of the official node images from Docker. I prefer to name a specific version, rather than one of the ‘floating’ tags like node:lts or node:latest, so that if you or someone else builds this image on a different machine, they will get the same version, rather than risking an accidental upgrade and attendant head-scratching. It starts from the official Docker image for the latest long term support (LTS) node release, at time of writing. It’s a short file, but there already some important points: Let’s start with the bootstrapping Dockerfile:įROM node:10.16.3 USER node WORKDIR /srv/chat We’ll need to write two files, a Dockerfile and a docker-compose.yml, to which we’ll add more later on. (And of course the whole point of using Docker is that you don’t have to install things on the host.) We’ll start by creating a “bootstrapping container” that has node installed, and we’ll use it to set up the npm package for the application. There’s nothing stopping us from doing that here, but we’ll learn more if we use Docker from the start. Without Docker, we’d start by installing node and any other dependencies on the host and running npm init to create a new package. Here’s the code for the first step, in case you’d like to follow along. The final code is available on github here, and there are tags for each step along the way. We’re going to set things up from scratch. If you’d like a gentle intro to Docker first, I’d recommend running through Docker’s official introduction. This tutorial assumes you already have some familiarity with Docker and node. Share a Dockerfile between development and production using multi-stage builds. Ensure repeatable builds with package-lock.json.Manage node_modules in a container (there’s a trick to this).Use binds to keep your test-edit-reload cycle short in development.Get started bootstrapping a node application with Docker.In this updated tutorial, we’ll set up the socket.io chat example with Docker, from scratch to production-ready. Since then there have been many changes, both in the ecosystem and how I work with node in Docker, so it was due for an overhaul. Way back in 2016, I wrote Lessons from Building a Node App in Docker, which has now helped over a hundred thousand people Dockerize their node.js apps. I think it's still available to download, however.Update (): This post was discussed on Hacker News. That used to have good format support before Microsoft killed it. Gile is quite good for format conversion too, but again, it doesn't do animation. I've had a lot of success with Accutrans3D when converting models, but I'm pretty sure it won't read animated models either. (It will help if you include all the information when you do that.) I would suggest that the Blender forums are a better place to ask about importing animated. In any case, Wings does not do animation of any kind so I don't think your chances of importing animated models are good. X importing is patchy at best if they're not advertising it. X as a format it can export so if it really can import them, it's a surprising omission. Wings advertises that it loads only the formats I listed. Right, well it appears as though the fourth reply in this thread contains the information we needed in the first. X (and I'm assuming you are until you provide more information) then it's no wonder that doesn't work X (and I'm assuming you are until you provide more information) then it's no wonder that doesn't work. Wings only supports the following formats: X format? Is it an animated model or static? Have you tried importing them in other formats? What other modelling software (if any) do you have access to? X format to import into Blender and Wings? Is it the binary or text versions of the. Where did the models come from? How can you be sure that the models are even valid? What application(s) have you successfully loaded them into? What format were they originally in? Are you using the. Ok, so in fact you're not having trouble getting the models to import into Unity, you're having trouble getting the models to import into Blender and Wings. If I didn't have a lot of free time this evening, I'd have given up by now.
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