did crashlyticsUploadSymbolsRelease actually work? - android-ndk

as followup on One line NDK crashlogs on android: Is there a way to make sure that the symbols have been uploaded correctly for current build?

Mike from Fabric here. There is not an explicit way to check if the symbols have been uploaded for a specific build.

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How to setup with vim YCM

i want to move from using CMake to Premake for my current project, but im usig vim and the YCM plugin which is really great for making my setup like an IDE. However, the plugin needs compilation flags file which is produced when running CMake. Is there something for Premake to generate a file like that as well?
Premake does not do this in its current state (alpha 13). If you have some insights as to what is necessary for getting it to work, the best thing to do would be to submit a ticket in the issue tracker.
I'm afraid, if your new build system does not generate that compilation flags file (yet), you'll need to maintain your own (hand-crafted) one. You can find an example at https://github.com/Valloric/ycmd/blob/0e999dbee209ea79a522259816ce3a68b7d6cddc/examples/.ycm_extra_conf.py.
I would advice to have (at least) one per project rather than one generic one in your $HOME.
Although I have to admit, that it would be beneficial to get it created and in sync with the actual build system, I don't find it too troublesome to maintain it manually. At the end of the day it only contains the C++ standard you want to use, a set of preprocessor symbols and a set of both system and user include directories.

Include an Application Image in Yocto Build

I feel like I have done my level best to search for an answer for this but, admittedly, maybe I am not using the correct search keys.
I am building a Linux kernel using Yocto and I can see that adding lines IMAGE_INSTALL_append to local.conf, followed my the additional images that you want to include is the way that you include things like connman, dropbear, etc. That's fine.
What I want to do is include an image of the application that I have written. Let's call it HelloWorld.exe and I would like it to be tucked into it's own directory (MyHello) along with a sub-directory and the sub-directory also contains some files that are necessary for the operation of HelloWorld.
I'm sure that there are different ways of doing this but I just need one. I need to know:
Where do I position my HelloWorld.exe and its attendant files and subdirectories on my Ubuntu system where they will be picked up during the build and included in the image?
How do I alter local.conf to ensure that the final image will include my application and its support files and directories where I need it to be on the target?
Thank you. Mark
I believe it gets a bit complicated in Yocto:
You need to create your own layer. Let's say meta-hello. This folder needs to in the same place as all your other meta layers and also where your poky directory is.
You need to enable that layer in your bblayers.conf file. For that you can use bitbake-layers add-layer /path/to/meta-hello
Now within your meta-hello create a recipe in a folder recipes-hello/hello
your hello.bb file is within the above mentioned folder and your can decide to use either automake, makefile or compile it accordingly using the Dev Manual Here
Once that is done, in your BUILD dir perform bitbake hello and this will compile and provide errors if any. Resolve them and once it compiles successfully, add IMAGE_INSTALL_append = " hello" in the local.conf file.
This is one way of doing it. Another one is a bit complex using the ADT Yocto Workflow
Sorry to say there is no easier way around this as Yocto does have a steep learning and development curve.
Practical Example
You can look at this blog post by Boundary Devices which creates a simple daemonize automake example. You can find it on GitHub too.
devtools workflow
Youtube Video by Tim Orling from Intel on devtools workflow
packing external binaries
For this case use Binaries Installation in Mega Manual

what is the purpose of "rawproto" files?

In Android Studio, in
~/StudioProjects/$APPLICATION/build/android-profile/,
there are many files profile-*.rawproto, e.g., profile-2017-04-25-18-19-51-815.rawproto.
I have never seen the file suffix .rawproto, does this suggest a certain kind of file, and if so, what is this file generally used for?
With some digging online, it seems to be related to Gradle in IntelliJ/Studio, which is a sensible conclusion since it is in the build directory. But this is all the information I am able to find on what this is or what it should do.
That filename pattern is mentioned in ProcessProfileWriterFactory.java, part of the Android Gradle plugin. Once a real filename is created, it is passed to ProcessProfileWriter.java which seems to write some analytics data about the build process to a file. The rawproto file format is probably Google's Protocol Buffers.

Ogre3d Error: cannot open file OgreMain_d.lib

Error 2 error LNK1104: cannot open file 'OgreMain_d.lib' C:\Users\Owner\Documents\Code\C++\Test\ogrevcpp\ogrevcpp\LINK ogrevcpp
This is the error I get when trying to build an Ogre3D application (with steps followed from here).
I've followed everything to the T, yet I still get the error. It honestly shouldn't be happening. I've also followed everything from here.
Edit
What's happening is there are two different files, one is meant for release, the other is meant for debug. I need the one for debug mode to compile properly (which is OgreMain_d.lib).
Update
I figured out what the problem was - I was using the incorrect binaries; there was a few releases which were meant for Visual C++, and one which was meant for MinGW, along with a few other compilers. My apologies.
You need to check your library paths to make sure that the path where OgreMain_d.lib lives is part of the library path.
I guess the library for Debug mode is not present in the lib folder. Try putting two different libraries folder for each Assembly mode in Visual Studio. Go to ProjectProperties -> Configuration Properties -> Linker -> Additional Library Directories on Right hand. Make sure to check the Configuration Dropdown on the top.

Compiling actionscript on linux

I want to make a few little changes to an open source flash charts library.
In the source there are .fla files and .as files. After editing one of the .as files,
I want to recompile, but I don't know how to do this. The charts library is dv charts.
I googled and found this topic here: stackoverflow topic. I tried using mxmlc as described, but that comes with the error
bash: ./mxmlc: /bin/sh^M: bad interpreter: No such file or directory
So I want to know if there's an easy way to recompile after making a few changes to the actionscript files? Should I use mxmlc or are there any alternatives.. ?
Thanks!
If you can use a virtualization software, I'd say FlashDevelop. It can't recompile your FLA, only your AS classes though.
http://www.flashdevelop.org/wikidocs/index.php?title=Features
Cheers,
Rob
If you're writing from scratch you can us MXMLC to compile your actionscript with the open-source Flex SDK - since you have revisions to an FLA you need an actual version of Flash Pro to compile those. Your best bet, if this is a continuing project would be to save out your assets to a SWC from Flash Pro then embed it into your AS project that way. From there, you can use MXMLC to compile your project.

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