How to supply 2/p options to apportable command? - apportable

Currently, I need to type 2 and p for OpenGL ES 2.0 and portrait mode rendering when I run apportable command. Because I frequently erase all generated files to perform clean build.
Is there any way to supply these values automatically?

configuration.json is meant to be a persistent file. If you keep it, you won't need to type the 2 and the p.
Some other related options:
Use apportable clean to clean your build.
Use apportable --generate to force build files to be regenerated.
If for some reason apportable clean is not working, do rm -rf ~/.apportable/SDK/Build/ to insure all objects get rebuilt.

Additionally note that you can make the following bash script that will allow you to send 2 and p to apportable after having removed the generated files, if you choose to go that route (but as Paul said, those files are meant to be persistent -- if you are having troubles picking up changes to your xcodeproj, please let us know!):
echo "2
p
" | apportable

Related

how to add creating protobuf python files [duplicate]

I'm trying to use add_custom_command to generate a file during the build. The command never seemed to be run, so I made this test file.
cmake_minimum_required( VERSION 2.6 )
add_custom_command(
OUTPUT hello.txt
COMMAND touch hello.txt
DEPENDS hello.txt
)
I tried running:
cmake .
make
And hello.txt was not generated. What have I done wrong?
The add_custom_target(run ALL ... solution will work for simple cases when you only have one target you're building, but breaks down when you have multiple top level targets, e.g. app and tests.
I ran into this same problem when I was trying to package up some test data files into an object file so my unit tests wouldn't depend on anything external. I solved it using add_custom_command and some additional dependency magic with set_property.
add_custom_command(
OUTPUT testData.cpp
COMMAND reswrap
ARGS testData.src > testData.cpp
DEPENDS testData.src
)
set_property(SOURCE unit-tests.cpp APPEND PROPERTY OBJECT_DEPENDS testData.cpp)
add_executable(app main.cpp)
add_executable(tests unit-tests.cpp)
So now testData.cpp will generated before unit-tests.cpp is compiled, and any time testData.src changes. If the command you're calling is really slow you get the added bonus that when you build just the app target you won't have to wait around for that command (which only the tests executable needs) to finish.
It's not shown above, but careful application of ${PROJECT_BINARY_DIR}, ${PROJECT_SOURCE_DIR} and include_directories() will keep your source tree clean of generated files.
Add the following:
add_custom_target(run ALL
DEPENDS hello.txt)
If you're familiar with makefiles, this means:
all: run
run: hello.txt
The problem with two existing answers is that they either make the dependency global (add_custom_target(name ALL ...)), or they assign it to a specific, single file (set_property(...)) which gets obnoxious if you have many files that need it as a dependency. Instead what we want is a target that we can make a dependency of another target.
The way to do this is to use add_custom_command to define the rule, and then add_custom_target to define a new target based on that rule. Then you can add that target as a dependency of another target via add_dependencies.
# this defines the build rule for some_file
add_custom_command(
OUTPUT some_file
COMMAND ...
)
# create a target that includes some_file, this gives us a name that we can use later
add_custom_target(
some_target
DEPENDS some_file
)
# then let's suppose we're creating a library
add_library(some_library some_other_file.c)
# we can add the target as a dependency, and it will affect only this library
add_dependencies(some_library some_target)
The advantages of this approach:
some_target is not a dependency for ALL, which means you only build it when it's required by a specific target. (Whereas add_custom_target(name ALL ...) would build it unconditionally for all targets.)
Because some_target is a dependency for the library as a whole, it will get built before all of the files in that library. That means that if there are many files in the library, we don't have to do set_property on every single one of them.
If we add DEPENDS to add_custom_command then it will only get rebuilt when its inputs change. (Compare this to the approach that uses add_custom_target(name ALL ...) where the command gets run on every build regardless of whether it needs to or not.)
For more information on why things work this way, see this blog post: https://samthursfield.wordpress.com/2015/11/21/cmake-dependencies-between-targets-and-files-and-custom-commands/
This question is pretty old, but even if I follow the suggested recommendations, it does not work for me (at least not every time).
I am using Android Studio and I need to call cMake to build C++ library. It works fine until I add the code to run my custom script (in fact, at the moment I try to run 'touch', as in the example above).
First of,
add_custom_command
does not work at all.
I tried
execute_process (
COMMAND touch hello.txt
)
it works, but not every time!
I tried to clean the project, remove the created file(s) manually, same thing.
Tried cMake versions:
3.10.2
3.18.1
3.22.1
when they work, they produce different results, depending on cMake version, one file or several. This is not that important as long as they work, but that's the issue.
Can somebody shed light on this mystery?

I am using coverity to analyse node-ts template for a service. What should I use to build it?

Steps:
Installed coverity
Configured compiler
cov-configure --javascript
cov-configure --cs
I am stuck at the build step of cov-build. Yarn is used to run and configure the service. But I am not sure what coverity wants here.
I tried a couple of npm run commands, every time end up getting this:
[WARNING] No files were emitted. This may be due to a problem with your configuration
or because no files were actually compiled by your build command.
Please make sure you have configured the compilers actually used in the compilation.
I also tried different compilers, but no luck.
What should be done in this case?
You need to do a file system capture for Javascript files. You can accomplish this by running cov-build with the --no-command flag.
cov-build --dir CoverityIntermedediateDir --no-command --fs-capture-list list.txt
Lets break down these commands:
--dir: intermediate directory to store the emitted results (used for cov-analyze later).
--no-command: Do not run a build command and to look for certain file types
--fs-capture-list: Use the file that is provided to specify which files to look at and possibly emit to the intermediate directory.
A recommended way to generate the list.txt file is to grab it from your source control. If using git run:
git ls-files > list.txt
I want to also point out that if you don't have a convenient way to get a file listing in order to use the --fs-capture-list command you can use --fs-capture-search command and pair that with a filter to exclude the node_modules directory.
The coverity forums have some useful questions and answers:
Node.js File system capture
Really, the best place to look is at the documentation. There are several examples of what you want to do in their guides.

Build libpng without PNG_READ_eXIf_SUPPORTED for linux

I need to build libpng, but without #define PNG_READ_eXIf_SUPPORTED in pnglibconf.h
I've read comments from pnglibconf.dfa, and here are some ways of disabling features, however I didn't manage to make what I want using them.
The problem is in that, build process is performed on build server, so I can't change any files inside of libpng submodule. Here is how server works:
Download clone sources from git
Generate makefile by running cmake ..
Run make command.
Thus I have libnpg, but with included PNG_READ_eXIf_SUPPORTED option.
Libpng is a submodule of my project, so it checked out by build server automatically so I can't change pnglibconf manually.
As it said in pnglibconf.dfa file:
There are three ways of disabling features, in no particular order:
1) Create 'pngusr.h', enter the required private build information
detailed below and #define PNG_NO_<option> for each option you
don't want in that file in that file. You can also turn on options
using PNG_<option>_SUPPORTED. When you have finished rerun
configure and rebuild pnglibconf.h file with -DPNG_USER_CONFIG:
make clean
CPPFLAGS='-DPNG_USER_CONFIG' ./configure
make pnglibconf.h
pngusr.h is only used during the creation of pnglibconf.h, but it
is safer to ensure that -DPNG_USER_CONFIG is specified throughout
the build by changing the CPPFLAGS passed to the initial ./configure
I tried to do what is written here. I run cmake .. -DCMAKE_C_FLAGS="-DPNG_USER_CONFIG -I/home/me/dev/include" where /home/me/dev/include - is a path to pngusr.h file
Then I run make command. However, PNG_READ_eXIf_SUPPORTED is still present in generated (by make command pnglibconf.h file).
So my main question is how to make libpng without PNG_READ_eXIf_SUPPORTED option?
It remains unclear to me whether and to what extent the specific customization mechanism you are trying to use works in the version of libpng you are trying to use. But it looks like there's a simpler way. Just below the excerpt you posted, in the same file, is the second (of three) alternatives:
2) Add definitions of the settings you want to change to CPPFLAGS;
for example:
-DPNG_DEFAULT_READ_MACROS=0
(lightly formatted). I'm not in a good position to test that on the CMake-based build system, but it seems to work like a charm in the Autotools build system. From examining and comparing the two, I think it will work for CMake, too. In particular, you would want to run
cmake .. -DCMAKE_CPP_FLAGS="-DPNG_NO_READ_eXIf"
for your particular case.
Note, by the way, that the CPP (i.e. preprocessor) flags are the right place for an option such as you are specifying (for -DPNG_USR_CONFIG in your original attempt, too). In practice, though, they probably still work in the C compiler flags.

How to prevent Android native project full rebuild after changing Android.mk?

I'm editing Android.mk of my project to fine-tune some compiler options. Every time the build process is started from scratch. I don't want to do a full rebuild after each and every change. Is there a way to do so?
GNU make has the option -o (http://unixhelp.ed.ac.uk/CGI/man-cgi?make) to do not remake the file file even if it is older than its dependencies, and do not remake anything on account of changes in file. Essentially the file is treated as very old and its rules are ignored.
This code does the trick:
ndk-build -o jni/Android.mk

How to "repackage" a RPM file for example cpio2rpm without installing the RPM?

I'm able to extract files from a RPM file, but how do I "rebuild" it, for example cpio2rpm?
I have extracted RPM file using following command.
rpm2cpio theFileName.rpm | cpio –idmv
I have to modify the few web application files like *.php, *.html or .js. These files don’t require any source recompilation. So I would like to replaces or change these files with modification without rebuilding rpm. Since, I need to do this for multiple platforms like Redhat Linux and SUSE, and multiple architecture like 32 and 64 bit OS.
I am expecting to do these changes on only on system and without rebuild rpm and there would not be have target system architecture dependency (like i386, 64).
I am not looking like command rpmbuild –rebuild the.src.rpm since, I don’t have source. I need to be rebuild binary .RPM file(not source .rpm)
I want to do this without source and platform or architecture independent and without using spec file if possible.
Any buddy, could you please suggest any solution or any free tools.
Thank you to all whoever spends time to read and reply to my thread.
You can use rpmrebuild to modify an actual rpm file (it doesn't need to be installed).
Most of the examples for this use complicated inline edit commands to modify known files in particular ways, but you can use a normal editor. I used this to fix a shell script in an rpm file that I didn't have the source for. Call the command as
rpmrebuild -ep theFileName.rpm
This puts you in an editor with the spec file for the RPM. The name of the file will be something like ~/.tmp/rpmrebuild.12839/work/spec.2. If you look in, in this example, ~/.tmp/rpmrebuild.12839/work, you will find all of the files used to make the RPM (in my case, the file was in root/usr/sbin within that directory). So, go to another window, cd to that directory, and edit any files you need to change.
When you have finished editing files, go back to the edit window with the spec file, make any changes you need to that file (I didn't have any, since I wasn't adding or deleting files), save the file, and say "y" to the "Do you want to continue" question. It will then build a new RPM file, and tell you where it has put it (in my case, in ~/rpmbuild/RPMS/x86_64/)
You can repackage an installed RPM (including modified files) using rpmrebuild. http://rpmrebuild.sourceforge.net/
Obviously your binaries (if any) would have to be platform/architecture independent to work on all the OS flavors you're hoping for, but it sounds like if they're just web files that shouldn't be a problem.
Principially you can pack everything you want into a RPM file. Just treat what you have as "source" and write a SPEC file which puts the data where the compiled binaries would normally go.
Concerning RPM, I consider "source" "what I have" and "binary" "what I need to run". Not very exact terminology, but it helps working with RPMs.
Your spec file looks like any other spec file, what concerns the parameters etc. But the code part is different:
[...]
%prep
# Here you either have nothing to do or you already unpack the cpio and possibly modify it.
# %build can be omitted
%install
[ "${buildroot}" != "/" ] && [ -d ${buildroot} ] && rm -rf ${buildroot};
# Here you can either unpack the cpio or copy the data unpacked in %prep.
# Be careful to put it into %{buildroot} or $RPM_BUILD_ROOT.

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