compilation

Install OpenGL ES and compile code for android

本小妞迷上赌 提交于 2019-12-03 13:12:25
I've just started learning OpenGL ES on android (using this book ) and came across an issue of adopting source code from chapter 5 to existing methods of using jni in android (actually, it also concerns simply running a native GL app). I'm trying to compile the native code to get the .so lib and use it further in .apk archive. But compilation is not possible if certain libs are not present (which are GLES/gl.h, EGL/egl.h, GLES/gl.h, GLES/glext.h). So the question is how do I install those libs (AFAIU, OpenGL ES and EGL installation) and compile the most trivial native code? (tutorials are

Codesign check fails Xcode 4

给你一囗甜甜゛ 提交于 2019-12-03 13:08:24
问题 I just created all new dev and deployment certs and I'm getting this weird error when I try to validate the application in the archive manager: error: Codesign check fails : /var/folders/w_/dvqfkh916k12c5hn639qvvqw0000gn/T/oqhxIfU87c/Payload/TestUpload.app: valid on disk /var/folders/w_/dvqfkh916k12c5hn639qvvqw0000gn/T/oqhxIfU87c/Payload/TestUpload.app: satisfies its Designated Requirement test-requirement: code failed to satisfy specified code requirement(s) I've looked all over to see how

extern enum in c++

和自甴很熟 提交于 2019-12-03 13:05:41
I have an enum I have declared in some .h file: typedef enum { NONE, ONE, TWO, THREE } MYENUM; in a seperate .cpp I cannot do this: extern enum MYENUM; //works extern MYENUM TWO; //makes sence, TWO is not an INSTANCE of MYENUM... how would one do so without including the whole header where the enum is declared? You can't use an incomplete type. You can only pass around pointers to it. This is because until the type is completed, the compiler doesn't know how big it is. OTOH a pointer is the size of a data pointer, no matter what type it's pointing to. One of the things you can't do with an

Compiling gdb for remote debugging

倖福魔咒の 提交于 2019-12-03 12:56:57
I'm trying to remote debug an application running on arm9 So far I've been able to cross compile and execute gdbserver on my device. get gdb (7.2) sources and extract them ./configure --target=arm-none-linux-gnueabi --with-expat=/usr/local/lib/ make cd gdb/gdbserver ./configure --host=arm-none-linux-gnueabi make tftp gdbserver to my device run and connect via gdb to the device gdbserver "seems" to start correctly and attach itself to my helloworld application When I try to gdb to the remote server, I get "warning: Can not parse XML target description; XML support was disabled at compile time"

OpenGL Shader Compilation Errors: unexpected $undefined at token “<undefined>”

旧巷老猫 提交于 2019-12-03 12:55:48
问题 I saw this question and it really shedded some light. Despite this, I can't seem to figure out how I'm "improperly" loading my shader, because this has executed before without any recent changes to the shader loading code, so I assume these errors must be coming from my draw calls. Despite this, I'll still post the shader files for the sake of brevity, the draw function used to draw the circle I'm trying to render, and the code which loads in the shader file as a string. Basically what I need

Common Lisp Compiling and execution time

瘦欲@ 提交于 2019-12-03 12:52:23
I have a lisp file which does lots of sampling, file I/O and arithmetic in a loop. (I do particle filtering in common lisp.) I am compiling my lisp file using the compile-file command. I also use the (declaim (optimize (speed 3) (debug 0) (safety 0))) at the beginning of my lisp file as I want to have my results as fast as possible. I use (time (load "/....../myfile.lisp") and (time (load "/......./myfile.dx64fsl") to measure speed. The issue is that compiling does not bring any advantage to me. There is no improvement. Do I do something wrong? Is there a way to improve things? Speed is the

Compiling a driver as a part of a kernel, not as a module

余生长醉 提交于 2019-12-03 12:50:59
I am trying to create a minimalistic Linux for an embedded device. That means the necessity of compiling kernel and drivers. One driver is written directly for the device's board by it's creator, so it is not a repository one. It can be compiled as a kernel module. However because of immutable nature of the Linux and requirement of extremely small use of memory I do not want to use modules. I want all drivers built-in in the kernel. And all drivers provided with kernel I have set this way. So my problem is how to compile that one special driver to the kernel? All searching have not provided me

configure: error: leptonica library missing (when building tesseract-ocr-3.01 on MinGW)

余生颓废 提交于 2019-12-03 12:46:27
When running configure it fails with checking for leptonica... yes checking for pixCreate in -llept... no configure: error: leptonica library missing But I have leptonica 1.69 built (downloaded source and ran ./configure && make install ) Edit I think configure: error: leptonica library missing is a bit misleading, please note that it first says checking for leptonica... yes , and then fails on checking for pixCreate in -llept... no . So maybe the problem is not that the library is missing, but something else. I finally managed to make it compile, after reading this and this thread. The proper

iPhone compile for thumb

元气小坏坏 提交于 2019-12-03 12:45:25
I've heard it might be a good idea to turn off "compile for thumb" in an iPhone target's settings to increase performance. I'm having some trouble finding this setting though. Since I couldn't find it in my current project, I decided to make a new one (where I could find and set it), and copy my files over to it (and also update all libs I'm using at the same time). But now it seems like this setting has disapperad from this new project also. No matter what SDK I choose, simulator or device, the setting will not show up in the target settings! I do seem however to still have a variable called

rake assets:precompile throws Sass::SyntaxError: Invalid CSS after “*/”

本小妞迷上赌 提交于 2019-12-03 12:27:19
I hope this isn't a duplicate problem; I've tried other solutions on SO with no effect When pushing my app to Heroku, the push has failed because application.css has not been able to compile. My terminal output: Running: rake assets:precompile rake aborted! Sass::SyntaxError: Invalid CSS after " */": expected selector, was "@font-face" (in /tmp/build_17e92975-ae8d-446f-8678-110eeeccfb64/app/assets/stylesheets/adminsite/application.css) (sass):1845 Attempts at solution I've searched and deleted every instance of "*/" that comes before an @font-face inside the ../stylesheets/adminsite/ directory