How to check the coding rules in sonarqube? - sonarqube5.1.2

I have my project on my computer which is qt-project(.pro file) written in C++, will it read this type of file?
I loaded the project on to sonarqube using sonar-runner and using the c++ plugin for languages. The result show the code has no errors even though we gave it a code with errors. The only thing it shows is Complexity, Dulpications and Lines of Code.

Related

Converting .exe to VS solution file / project

I've recently had an issue at work where I have lost my solution files to my projects, but I still have the executables that have been produced by the projects / solution. It has been collection of 50+ webforms.
I have tried some de-compiler tools like ILSpy, JustComplie and .Net Reflector but everything gives source code in different format (not originally written by me) and also not designs of forms.
Is there any possibility to decompiling the executable back into a solution/project file?
I don't think that you can actually decompile the executables to a solution structure as seen on VS.
Although you can decompile the executable files (there are decompilers on the net that can perofrm the operation for you - only the decompilation),
you need to re-create the solution manually and add the source files you have retrieved from the previous operation.
Furthermore, if your files were obfuscated this makes it harder for them to be decompiled.
Even if this works, be prepared to do some debugging and check references/dependencies.
There is a Decompiler that works very well for .Net applications called DNSpy.
Here is link to the Project :
https://github.com/0xd4d/dnSpy
After you have decompiled you can start debugging and such from this application.
Hope this help.

Dart2JS compiler exception when minify is used on google_maps package

I have been building a web application with Dart and AngularDart upon Google Maps. I noticed a problem since the begin of the process even though I tested the development Dart sdk, and today the latest dart sdk (version 1.0.0.10_R30798) and still face the problem.
Firstly the packages I am using are shadow_dom, google_maps and AngularDart.
When I build my application WITH --no-minify option it works great, even in all the browsers after fiddling around with shadow_dom for a week (I should add the shadow_dom script BEFORE everything else to work properly).
The problem is that when I build normally (minify) or even directly using Dart2JS compiler with the --minify option the application does not run and I get an exception.
Above you can see the two cases, where in the first the application loads the google maps correctly and in the second picture the google maps are not loaded and I get that exception.
More importantly is that if I use a 3rd party minifier to minify the original main.dart.js file (the unminified) it works perfectly fine.
Thank you
The 2.x version of google_maps package has removed the dependency on dart:mirrors and is only based on dart:js. So the minification problem should come from another part of your code.
Moreover I just tested the map-simple example with --minify and it works.
Usually this can be solved with the #MirrorsUsed annotation if it's 3rd-party code that is affected.
It's easier with your own code where you just have to add #reflectable to the affected functions/methods/fields to ensure they are retained.
It may be hard to find what functions/methods/fields should be included when the names are minified.
Maybe you can gain some knowledge by looking at the stack trace.
Minification usually drops code that is not referenced anywhere.
In Polymer this is because polymer expressions {{ expr }} in HTML are not yet considered.
If you invoke parts of the code only by reflection this is also not recognized.
I have no experience with regard to Angular and minification.
This is just generic advice about problems with minification through pub build.

cocs2dx faild to generate binary- blackberry Momentics ide

I am having source code which is having classes and resources folder. I tried to create one blackberry project and import those files inside same project. I have linked cocos2dx with proper steps. What I am not clear with is how you will run a source code which has only classes and resources in blackberry momwntics IDE. If anyone has any kind of idea or hint or clue or direction then please respond. Thanks ...
I also faced the same issues when trying to get cocos2d-x for blackberry running in the Momentics IDE. The code sample provided is not very well organised and clearly does not follow the file hierarchy or structure of conventional Momentics IDE bb10 projects. I personally find this to be quite confusing - especially to programmers with little experience programming in C++, linkers etc.
That being said, I there are a series of steps you can follow to get cocos2d-x for blackberry running .
Download the Cocos2d-x project from http://www.cocos2d-x.org/ . This folder contains the cocos2d main libraries , sample code, and platform specific libraries for different platforms (web, desktop, iphone, android, blackberry).
The next task is to import the cocos2d libraries required for blackberry
development into the Momentics IDE and successfully build the first project.
A quick search of the Cocos2dx source directory reveals a list of proj.blackberry files which indicate blackberry related projects that could be imported. I found that importing the following proj.blackberry files into my workspace were sufficient to help me build the sample project included .
/cocos2d-x-2.1.4/cocos2dx/blackberry/proj.blackberry
/cocos2d-x-2.1.4/CocosDenshion/blackberry/proj.blackberry
/cocos2d-x-2.1.4/extensions/blackberry/proj.blackberry
Note that the main reasons for importing the projects above it to make them
available as referenced projects to your libraries. This pretty much should
handle errors of missing files or paths etc.
/cocos2d-x-2.1.4/template/blackberry/proj.blackberry
(This is the sample project which we will run and compile – BBTemplateProject)
To import each of the above
File > Import > Existing Project into Workspace > Cocos2dx source directory above
At this point you should have the BBTemplateProject imported. Now try to build it..
I have written a more detailed post about this here
http://www.denvycom.com/blog/setting-up-cocos2d-for-blackberry-10-development/ . This post also includes a quick fix to handle a decode.h error you might encounter while trying to build your project.
P.S >
I found that the bar-descriptor.xml file lets the compiler know where the relevant included files/classes reside (including the strange Resources folder) . This is why the unconventional heirachy structure works. There are still a few issues Im having working with cocos2d-x for blackberry (such as getting the QtSql libraries integrated and working in a cocs2d-x for Blackberry project) and I'll post solutions as soon as I find any.

Should we place C code in Static library or Runtime component?

We're moving to Windows Phone 8. But since many good libraries out there are in pure C. So what is the best way for Windows Phone C# application to consume this C library?
Place C code in WP Static library. Then reference it from WP Runtime
component
Place C code in WP Runtime component
What is the best practice ?
There isn't any real difference between the two approaches. A static library is nothing but a collection of .obj files, the exact same kind of .obj files that you'll get from approach #2. After the linker is done, there won't be any difference in the result.
That's when everything is perfect, an ideal that can be very difficult to achieve when you use open source C code. An advantage of a static .lib is that it improves build time, not having to re-generate the .obj files. But that's also their disadvantage, you'll shoot your foot if you use a .lib that was created by somebody else and he didn't use the same compiler version or compile options. The simplest example of such a trap is building your Debug version and the .lib was built for Release. Or if it uses winapi functions that are verboten in a Phone app, pretty common. So #3 is the best way to avoid problems, build the .lib yourself so you can control all the compile and link settings. Do beware however that it can be very difficult to get open source C code to build, it often comes with a very extensive configuration script, designed to deal with the differences between the many architecture and Unix variants.

AS3 Embedding assets - "Warning: Failed to parse corrupt data"

I've got an AS3 project where I'm trying to compile in several images, a soundtrack, and a video via [Embed] metadata. It's a product requirement that these be embedded, so network transfer is not an option.
I'm getting some really strange behavior - a sort of intermittent corruption of the compiled-in data. Sometimes after the project compiles, I run the swf and it closes immediately and writes "Warning: Failed to parse corrupt data" to the flash log. If I delete the binary and clean the project, sometimes it'll run fine after building it again. Sometimes it doesn't.
This is probably the strangest part about this problem, but sometimes when I see that error, I can physically move the video [Embed] lines to the end of the file, then clean the project, and it will build and run no problem. Sometimes I move them back to the beginning of the file and it builds and runs fine.
It kinda seems like it might be a bug in the compiler. Has anyone else experienced something similar? I'm targeting Flash 10.1 and using sprout (http://projectsprouts.org) to build my project. This is the mxmlc line that's being used to compile (mxmlc Version 4.1.0 build 16076):
mxmlc -as3 -static-link-runtime-shared-libraries=true -debug -default-background-color=#ffffff -default-size 712 400 -output=bin/ProjectName.swf -source-path+=.preprocessed/src -source-path+=.preprocessed/assets .preprocessed/src/ProjectName.as
I've tried both removing the -debug compiler option and adding the -optimize option, but no luck.
Everything is being ran through the GNU C preprocessor for some other tasks, so maybe I'll try removing the preprocessor stuff and hardcoding those variables...I'll try that and post the results tomorrow.
Any insight at all would be much appreciated. Thanks!
EDIT:
This project is going to be compiled dynamically with different assets being embedded into the same codebase, so switching to something like Flash Builder for compilation really isn't an option...it must be done via command-line mxmlc.
UPDATE:
Turns out the corrupted data message was due to images created with Photoshop's "Save for web" feature. If I save them outright as PNG images I don't get the message. However, the intermittent nature of the movie compiling properly still seems to be an issue. Now sometimes when the project is compiled it won't throw any compiler errors, but I get a blank flash player window. Right clicking in flash player shows a context menu with a message that says "Movie not loaded..." This doesn't appear to have anything to do with things being ran through CPP first.
[Screenshot]
This is apparently a bug in mxmlc under Mac OS X. After posting this, I observed some other really strange behavior, so I switched the whole codebase to Windows 7. Everything works as expected there (still using Project Sprouts as a build tool).
Flash builder is fine with it.
Can you separate your issue for video or music only, or issue is true for both includes?