adt error - "... is not part of a Mac OS X Native Extensions framework" - actionscript-3

I'm trying to package some code up as an ANE, something we've done before in house. However we're currently stuck on an ADT error which I can't seem to wrap my head around.
When running the following from a sh file, I'm getting an error.
Shell script:
ADT="/Applications/air/bin/adt"
NAME="VideoRoll"
AFILE="libVideoRollANE.a"
$ADT -package -target ane $NAME.ane extension.xml -swc $NAME.swc -platform iPhone-ARM -platformoptions platformoptions.xml library.swf $AFILE
Error:
platformoptions.xml is not part of a Mac OS X Native Extensions
framework
All of the files are in the correct place and being clearly picked up by adt, as I'd assume there would be something else I'd be getting back. If you're after the source code, it's an open source library on bitbucket that I've forked and made a couple of changes to. I'm trying to compile it with Adobe AIR SDK 20 to try and fix an issue we're getting but I'm struggling to just build it from the base source right now. The source can be found here: https://bitbucket.org/lostirc/videoroll/src .
Any suggestions would be great, I'm up for trying anything now. I've modified nearly everything I can think of and tried various different orders for the command, it seems if I remove the platformoptions flag and value, then it gives the same error about library.swf, so I'm not sure it's directly related to the platformoptions.xml.

I worked around the problem by running the same command on Windows. This isn't really a solution but a potential workaround for anyone having the same issue. If anyone can post a good answer then I'll accept that, but for now this is the best answer I've got.

Related

How to run c++ in vscode

I cannot for the life of me figure out how to run and debug a c++ file in vscode. There are always at least one or two things wrong.
I've already used the basic tutorials, but they don't seem to work for me.
Can someone explain it to me like I am 5 years old? Or point me in the direction of a place that will? I am totally burnt out and feel like a total dunce. I can't get a hello world program running and it is driving me crazy. Any help would be appreciated.
Is it on Windows or Linux ?
If on windows, first download and install the mingw setup. You can find it here :
https://sourceforge.net/projects/mingw/
After installation, add the location of th bin of g++ to PATH so that you can access it via the command line.
You can also add some extensions to your VS Code to make debugging C++ code easier, then in VS Code, open the terminal, and , while in the directory where you have your cpp file, simply do a g++ filename.cpp to compile, then run the executable, a.exe, unless otherwise specified in the previous command .
Hope this helps
Make sure that you have c++ compiler I prefer mingw.
Open vscode and go to Extensions or by keyboard shortcut ctrl + shift + x.
Search for .run and install
Search for C/C++ and install.
Go to settings ctrl + ,
By GUI
In the search bar, search for code runner and Code-runner: Run In Terminal will be unticked by default. You tick it and close settings tab. Refer the pic for better understanding.
Finally create a C++ file and save. Go to Terminal and select Run Build Task then click ctrl + alt + n to run the code. Again refer image for better understanding.
This should work, but if still didn't work let me know. Else refer any youtube video , you might have committed small mistake.
Let me know if this didn't work my dear 5 years old guy ;)

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.

Monodevelop fails to build, can't find Microsoft.DiaSymReader.Native.x86.dll'

I am trying to build a web api project using monodevelop on a mac. The thing is that after a few hiccups (explained in a question that turned out to be so messy I have just deleted) I get to the point of getting this error
/Users/myuser/git/LiveData/LiveData/CSC: Error CS0041: Unexpected error writing debug information -- 'Windows PDB writer is not available -- could not find Microsoft.DiaSymReader.Native.x86.dll' (CS0041) (LiveData)
In a windows machine the same project builds using visual studio targeting mono 4.5.
When I click on the error it tells me that /Users/myuser/git/LiveData/LiveData/CSC doesn't exist
Another thing is that in the folder structure of the solution there's a package folder (not the one inside the project) and inside this one I have a folder called Microsoft.Net.Compilers 1.3.2 that has inside another folder called "tools" that contains among other things csc.exe and the dll thta can't be found.
I have tried to install the dll directly in the project using nuget but even if it was installed the build showed me the same error
Thanks,
As for workaround for now you can just limit usage of Microsoft.Net.Compilers to Release configuration (edit *.csproj file):
<Import Project="..\packages\Microsoft.Net.Compilers.1.3.2\build\Microsoft.Net.Compilers.props" Condition="'$(Configuration)' == 'Release' And Exists('..\packages\Microsoft.Net.Compilers.1.3.2\build\Microsoft.Net.Compilers.props')" />
take a look at beginning of condition:
'$(Configuration)' == 'Release'
This way I can build and debug locally and build my project ie. in appharbor.
Building the project in release configuration should fix it!
This might not be completely related but may be helpful in some ways. Regarding the issue on 'could not find Microsoft.DiaSymReader.Native.x86.dll', have a look at this issue on GitHub: https://github.com/dotnet/cli/issues/3016
It seems like the solution is either:
Dependency to Microsoft.NETCore.Platforms needed for RID graph which
was missing. Any package which has transitive dependency on it (like
NETStandard.Library) could also make things work.
Adding dependency to "Microsoft.NETCore.Platforms": "1.0.1-" or
"NETStandard.Library":"1.5.0-" make it work.
adding Microsoft.NETCore.Platforms works as well

Problems including comdef.h

I'm trying to port some existing code to WP8 and have come across a problem.
The code i am porting uses a smart pointer thats is defined in comdef.h but for some reason when I try and include comdef.h I get the following error.
comdef.h(25): fatal error C1083: Cannot open include file: 'olectl.h'
I understand what the error means and it seems there is no trace of "olectl.h" in the WP8 SDK include paths on my machine. Is anyone else having this problem, I've tried "repairing" my installation of "Visual studio 2012 Express for Windows Phone"
I have found some code that appears to include comdef.h and has gotten around the missing macro problem the link at the end of this post is talking about by not using the macro at all and explicitly using the code that the macro would expand to.
(Here is the code that does what I want to: https://devel.nuclex.org/framework/browser/graphics/Nuclex.Graphics.Native/trunk/Source/Rasterization/Direct3D11/Direct3D11Api.h?rev=1782)
Has anyone else experienced this, or could someone with the SDK installed try including comdef.h somewhere to see if it works for them.
The missing macro link:
http://connect.microsoft.com/VisualStudio/feedback/details/751127/com-smartptr-typedef-causes-errors-when-used-in-winrt-build
Thanks.
Yes, I see this too, so it appears this is "by-design".
Basically if the API isn't listed on MSDN in the list of supported COM/Win32 APIs, then it isn't a supported API on Windows Phone 8. It looks like only the combaseapi.h header is supported.
_com_ptr_t<T> and it's friends aren't on the list...

SublimeRope Autocompletions not working on Windows

I'm having trouble getting autocompletions to work for SublimeRope on Windows 8.
First, I noticed that SublimeRope messes up paths when creating a new Rope project on Windows, so I fixed the python_path prefs in .ropeproject > config.py, which are:
prefs.add('python_path', 'C:/Users/brandon/python_virtualenvs/aa/Lib/site-packages')
prefs.add('python_path', 'C:/Users/brandon/django_projects/andrews-app')
I've also tried specifying the packages to auto-import in my project file:
"rope_autoimport_modules": ["django.*"]
When I attempt to run: Rope: Regenerate Global Module Cache, I get an error:
"Missing modules in configuration file"
which Google has not been able to provide an answer for. Is anyone on Windows able to get SublimeRope working? I would really appreciate some help!
I documented how I kind of fixed it here:
https://github.com/JulianEberius/SublimeRope/issues/54
Basically, I added:
sys.path.insert(0, r"C:\Python27\Lib\site-packages")
in sublime_rope.py itself.
Obviously a hack, but it works until the code gets fixed upstream.