Lilygo T-display rp2040 board - Undeclared lcd pins - arduino-ide

I recently bought a lilygo board: Lilygo T-display rp2040, it has a raspberry rp2040 microcontroller. It came with code on the board as standard, but I can't use the LCD on the board with the example codes, the main errors are directed to the LCD pinouts that do not exist in the library that indicate, I tried to configure via software, but without success. You can even download the library that will see the problem:
TFT_eSPI.h
As I said, I tried to configure in one of the library files in the processors folder, the pinouts of the lcd that is embedded in the board, it even stopped giving the problem of "not declared in that file" but the settings are incorrect and I don't even know if that would solve.

Related

First time coding and confused - Echo

Apologies for incredible ignorance. First time ever looking at or trying coding in any form and all naturally a bit confusing and overwhelming.
Trying to keep it super basic I'm attempting to build something basic for Amazon Echo by working through this article - https://developer.amazon.com/blogs/post/Tx3DVGG0K0TPUGQ/updated-alexa-skills-kit-fact-template-step-by-step-guide-to-build-a-fact-skill
Have got to Step 2.3
Once you have the source downloaded [done], node installed and npm updated, you are ready to install the ASK-SDK. Install this in the same directory as your src/index.js file for your skill. Change the directory to the src directory of your skill, and then in the command line, type: npm install --save alexa-sdk
I've moved the SDK into the same folder as the source - in downloads folder. Am confused on changing the directory to the same as my skill. As far as I know there is no skill yet so not sure where to move it to.
When type in npm install --save alexa-sdk
returns
npm WARN enoent ENOENT: no such file or directory, open '/Users/OwenLee/package.json'
npm WARN OwenLee No description
npm WARN OwenLee No repository field.
npm WARN OwenLee No README data
npm WARN OwenLee No license field.
working on a mac so don't really know how/where to access this, but assuming this is where i need to move the files to?
Very sorry for baby-basic knowledge. Just trying to at least get a foot in the door as know need to learn this stuff but everything i read seems to assume i already have a working knowledge of coding : S
any help would be awesome - inc. any advice on steps after that you can probably see i'll trip up on
thanks!!
oven121
So as far as the directory /Users/OwenLee/ this would be your home folder on a Mac. The Root / of your HDD can be reached through Finder by clicking on Macintosh HD (or whatever you named your main hard drive) in the side bar. If you open up a new Terminal window it will be the directory that the terminal starts in. You should be able to fix your problem by taking the file packages.json, which should be wherever you downloaded the SDK to, and placing it in your home folder, then re-running the command.
Now don't let me change your mind if you're truly committed, but if you have absolutely no experience with programming I would recommend starting with something a bit simpler than Java or Javascript. Object oriented languages can be both very convoluted and difficult to get the hang of for beginners (I personally have been writing native languages like C for years and am just now starting to understand how Java works.).
If it is an option I recommend starting with a language that your Mac has built in support for. Perhaps start with Bash scripting or Apple Script making basic scripts to do things you find tedious to do manually in a terminal, or get to know the basics of processor-native languages like C & C++ by making some basic programmes to display text when it is run, or to ask the user to type something, and say back what they typed. Finally since you are on a Mac you can get Xcode for free in the app store, it will configure itself and you could play around with it to learn how macOS handles windows, perhaps start by making a basic programme window with a few buttons that do different things when clicked.
If you have any interest in my suggestions you can find some info about bash scripting here: https://linuxconfig.org/bash-scripting-tutorial the tutorial says it assumes the reader has no previous knowledge of Bash, and most commands should work fine in the version of Bash built into your Mac's Terminal app.
If you take more interest in C++ this is the site that I used to learn to write it, and learn how native languages work: http://www.cplusplus.com/doc/tutorial/
Finally here is a basic C++ programme called "Hello World", it is somewhat of an initiation rite of C/C++ students to write this programme and learn how each part of it works:
//HelloWorld.cpp the double slash tells the compiler and user that everything after it on this line is a comment, not code//
#include <iostream> //The octothorp '#' lets the compiler know it needs to use the library named inside the pointed brackets '</>' when it builds the programme. 'iostream' stands for In-Out Stream, and handles basic text, and basic processor commands//
using namespace std; //This line tells the compiler that any line that says to show text or ask the user to type something should use regular text and not a special format//
int main() //'int' stands for integer, any time you make a variable that contains only an integer you should put this in front of it's name, and 'main' is the name of the integer. The empty parentheses tells the compiler that this is a function, rather than a number//
{ //The open curly bracket '{' tells the compiler where the function starts
cout<<"Hello World"; //'cout' stands for 'character out' and is for showing basic text in the terminal window. The double pointy 'out' brackets '<<' tells the compiler that the text should be sent out of the programme rather than loaded into a variable, the text inside the quotes is what will be shown on the screen, and the semi colon tells the compiler where the command ends, it has to be put at the end of any command that is inside of a function//
return 0 //The command 'return' is for telling the compiler whether or not an error has occurred, 0 means the programme ran fine, 1 means something went wrong, either way the programme closes when it runs the command 'return'//
} //the closed curly bracket tells the compiler where the function ends//
Good luck with your programming, and if you have any questions unrelated to this thread please feel free to private message me, or create a new question and tag me in it so that I get notified.

Error accessing WinRT sensors in C++ desktop application

I am trying to access the WinRT sensors from a Win32 desktop application using C++/CX as mentioned here: https://software.intel.com/en-us/articles/using-winrt-apis-from-desktop-applications
When I include the C++/CX header file it causes an error when building the Win32 project.
Exact error text: "error C1190: managed targeted code requires a '/clr' option."
Since I am not using /clr code at all, this is a confusing error.
Any suggestions? Please educate me if there is a better way to do this.
The error you are getting is because you are compiling some files without /ZW option for compiler. Since you are able compile at least some files with WinRT extensions, but not others, your project configuration is inconsistent.
The option /ZW (enable WinRT extensions) has to be configured on the level of project (and not on the level of individual files). There are two ways to ensure your settings are consistent. First method is through UI in Visual Studio -- you have to go through all platforms/configurations on the project and ensure /ZW is enabled, then got through all indivudual .cpp files, and ensure they don't override project level settings. This is tedious and error prone. The easier method is to open .vcxproj in notepad and do the following:
Add this section at the beginnig of the file, under root Project node:
<ItemDefinitionGroup>
<ClCompile>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
Search and remove any other places where <CompileAsWinRT> is defined.

Is there a way to compare two .exes to see what differs between them?

Is there a tool / process by which I can decompile two .exes (one of which runs on a handheld device, the other which doesn't) so that I can get a glimpse into what differs/what the problem may be?
Of course, seeing that one has "00xA" where the other has "00xB" won't help me. I mean a way to see code that differs, or more likely, a compiled resource or config file difference, or some build option or so?
I'm almost positive the problem has nothing to do with code per se (if/while/switch statements, etc.) but with the project setup.
I cannot compare the working source, as it does not exist - I only have the .exe from which it came. The source I have available is a "reasonable facsimile" of it, but not exactly the same, at least not in project settings and configurations, etc.
UPDATE
Re: this page, I'm not familiar with some of the terminology; specifically, where it talks about a "FLATRELEASEDIR" - WTH?
Will this work to test my CE-bound* .exe on my PC:
Run depends.exe*
Open my CE-bound** .exe
Stare in wonder at the amazing plethora of errata and data
?
*Supposedly not to be confused with "adult diapers"
** "bound" as in, "that's where it's headed"
UPDATE 2
Here's what I see when running Dependency Walker on my app:
...but note my dilemma here.
UPDATE 3
Here's what I did to try to replicate my handheld environment on my PC as best as possible:
I wanted to just copy over the whole dad-burned thing (the entire handheld device representation from Windows Explorer), but it won't let me do that - it's not copyable, so I copied over just the "Program Files" folder (which contains the subfolder of my app and a couple of other folders which I don't know are standard or custom/peculiar to us).
This is from the handheld device where the .exe in question does run properly, so obviously (theoretically?) there should be no missing modules - Dependency Walker should run it and say all is well.
However, it doesn't; I get the same results as the one p[a,o]sted above.
Note: This is true even after selecting "Options > Configure Module Search Order... > The Application Directory > Move Up in Dependency Walker.
So since even an .exe that runs fine tests out as being "not ready for CE-time", how can I use this to accurately test which, if any, necessary files are missing?
Do I need to copy over other folders, too, or what?
UPDATE 4
So, the (supposedly?) missing modules are:
API-MS-WIN-APPMODEL-RUNTIME-L1-1-0.DLL
API-MS-WIN-CORE-WINRT-ERROR-L1-1-0.DLL
API-MS-WIN-CORE-WINRT-L1-1-0.DLL
API-MS-WIN-CORE-WINRT-ROBUFFER-L1-1-0.DLL
API-MS-WIN-CORE-WINRT-STRING-L1-1-0.DLL
API-MS-WIN-SHCORE-SCALING-L1-1-1.DLL
DCOMP.DLL
GPSVC.DLL
IESHIMS.DLL
If true, then why does the .exe run on the handheld?
Note: Other folders on the handheld are:
Application Data => only contains "desktop.ini"
BTExplorer
My Documents => contains a "desktop.ini" and several SQLCE databases (*.SDF)
profiles => contains an empty "default" folder
Recycled => contains a single ".lnk" file
Temp => contains a handful of ".tmp" files
Windows => contains a slew of folders and files, including several .DLLs, but none of those listed above
The "Program Files" folder has a ".NET Compact Framework" subfolder, but it is empty.
In the \Windows\AppMgr folder, there are some interesting files, such as:
Microsoft .NET Compact Framework.DAT
Microsoft .NET Compact Framework.DLL
...several other DAT/DLL pairs, including:
Symbol Managed Class Libraries.DAT (no corresponding DLL)
...and even a pair:
SSCS HHS.[DAT,DLL]
-- which is our company acronym (SSCS) and name of the project (HHS)
What generates these? From where are they referenced??
Another possible piece of the puzzle is that the handheld device on which the .exe does not work does not have a \Windows\AppMgr folder, and thus does not have those .DAT/.DLL files listed above...
UPDATE 5
Another oddity:
After reading this: "Files that install in the GAC go in the\Windows directory" in the book "Microsoft .NET Compact Framework" by Andy Wiggly, et al, I tried copying the Windows folder from the handheld device to the spot on my PC below the folder named "3910ProgramFilesFolderCopy" which looks like this in Explorer:
C:
3910ProgramFilesFolderCopy
Program Files
Windows <= tried to copy the "Windows" folder from the handeld on top of "3910ProgramFilesFolderCopy" so it would end up here
...but it only copies a few files before borborygmas occurs (electronic borborygmas, that is) and it tells me, "the system cannot find the file specified"
Heavens to Murgratroid!?! Why does it find some but not all? Looking at the Windows folder on the handheld in Windows Explorer, I see that many of the precious DLLs are greyed out:
Arggh, double-arg, and (&c)
For PC you could try .NET Reflector.
http://www.red-gate.com/products/dotnet-development/reflector/
You may try to use dependency walker to undestand wich DLL/APIs they need and check if those are supported on your device.
http://geekswithblogs.net/WindowsEmbeddedCookbook/archive/2011/02/02/using-dependency-walker.aspx

updater function with air framework

this is for flash CS6 AS3 AIR
Seriously I've been searching for 3 days straight
found these among others.
http://gregsramblings.com/2008/08/16/adding-auto-update-features-to-your-air-application-in-3-easy-steps/
http://www.adobe.com/devnet/air/articles/air_update_framework.html
but they all output errors like Scene 1, Layer 'Layer 1', Frame 1, Line 2 1172: Definition air.update.events:UpdateEvent could not be found. not all have this specific error but they all have a definition error. Apart from that they are doing a lot of things in the tutorial that I simply don't need.
I already made a version detector and right now it's downloading the air file to the desktop but I need something more practical. is there something like updatenTo(http://address.com/myApp.air) - which just start the air updateframework to update from the .air file at the refered address.
or even a download command that tells me where the user downloaded the file to so I can execute the file and terminate the program. like file.addEventListener(Event.locationOfDownload,downloadFileContainFunction);
or link me to a tutorial that has working code.
Okay, so my problem here actually boiled down to finding "applicationupdater.swc" and how to import it.
It's found at "C:\Program Files (x86)\Adobe\Adobe Flash CS6\AIR3.2\frameworks\libs\air" on my machine
One can import it by going to "publish settings" and click the wrench key next to "script: ActionScript 3.0" and going to the library path clicking the little red f on white background.
That error is telling you that you haven't imported the class or embedded the library you are trying to use.

Can't load a native DLL

It's a follow-up from this.
Windows Phone 8 C# project (MyApp), migrated from WP7.1. I've added a native Windows Runtime component library (AppLib) to the solution, created a reference. There's a public sealed ref class (MyClass) in it. There's a reference to it in the C# code (in OnLoaded of the main XAML page). The whole thing builds - meaning the metadata of the component is being generated.
When I'm trying to run on the emulator, the project fails with the exception or type BadImageFormatException with the following message:
An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
The error typically pops up when you try to mix CPU types in .NET.
The active platform is "Mixed platforms". In the Configuration Manager, it's configured to build MyApp for "x86" and AppLib for "Win32". In a vanilla freshly generated project that runs fine, the config is identical.
Question - what's wrong with that configuration? What do I need to check?
EDIT: I've added a second, blank C++ library to the solution - TestLib. This one loads and works as expected.
EDIT2: excluded everything from build in AppLib - it works. Now I'll be adding lines one by one, see which one causes the issue...
Totally my fault. When I changed the namespace of AppLib (see the linked question), I've left one little declaration in the library in a MyApp namespace.
The error is still misleading. I'd delete the question, but since the error message is sure to send someone on a wild goose chase with build CPU type and whatnot, let it remain.
Shouldn't a Windows Phone library be built for ARM in most cases? Have you had a chance to watch the "Windows Phone 8: Using C++ in your Applications" session from last week's //Build/ conference? That might include some answers.