My problem: I have 2 pcs. On the first I installed an C#, .Net4.0 desktop application.
Is it possible to run the same application on pc2 - without having the installation file? Just copy the target folder (incl. .exe, .dlls, etc.) from pc1 without having the installation file isn't enough.
So, could please somebody suggest a good tool, that finds all depended files to build let's say an transportable zip?
Thanks in advance.
Silva
ILSpy http://ilspy.net/ and Checkasm http://www.amberfish.net/ are both pretty good at this.
Related
The last few days, I created a site, using wix, to use as a portfolio. I left all my projects there. My sister, helping me try It, downloaded one of them, but she could not open it
The first problem was solved pretty fast. My computer uses linux, and her's uses Windows, so I just had to use a windows computer to run pyinstaller on my project. It worked
Now, I managed to create the windows executable. I tested on my windows computer, and it worked. However, my computer HAS python, while her's dont. I think the error might be my venv (virtual environment). Maybe the python interpreter she is supposed to use to run the program is in the wrong directory?
Image of what you get, after downloading my project "FastGrid":
https://i.stack.imgur.com/PS77Y.png
(sorry for using external images, It's the only way I can make a good description the situation)
The only difference between her directory and mine is that her python files have a notepad icon. However, the extension is ".py", so I don't see how that is a problem. Unless somehow her pc is opening that with notepad, without using the python interpreter, and not executing the code properly.
Also, when I tried on my computer, my antivirus thought the file was a virus, and said It would take 80 minutos to verify It. I trusted the file and tried to open It, only to get a "You might not have permission to open the file" error. I refreshed the directory and It opened sucessfullt. The same happened to my sister (without the opening part, of course). She had this error, but later, when I tried again, It simply didn't run. No errors.
Again, I think the directory "venv" may be in the wrong spot, and that's why she can't open the executable, since the project may not be able to read the files. But, if that's the case, I don't know how I should modify that.
Also, here is my site, if you think that can be helpful. You can find my projects in the "blog" part
https://lvalencacomputacao.wixsite.com/website
Thanks in advance. If I wasn't clear, please, feel free to ask your doubts on comments. I'll do my best to make the post better
Edit: The image is the project for windows, but opened in ubuntu, that's why there is a ".exe" there.
does all of your computer have python, it could probably beacuse you are using a virtual enviorment, and need to activate it before entering the the exe. the command : .\venv\Scripts\activate to activate te asets in your python project, what was the difrent from your sister computer and all of the computer, i could help you
Everyone, the problem is solved. My sister's pc is probably the one at fault, here, since the program worked in every computer I tried besides her's.
Thanks
I just try to set up Valves Source SDK 2013 for Linux but I need to say that I find the wiki + documentation rather confusing and partly heavily outdated (Windows-only instructions, only for GoldSrc / pre-20XX SDk etc.).
I hope that someone who already has gone through the hassle can supply me with some hints on how to correctly set up the system.
I tried to use some Windows-specific instructions to understand the system but some are highly platform-specific.
So here is the current status (I based what I did on this wiki page: Wiki: Source SDK 2013:
The source of the SDK SDK 2013 from GitHub is cloned to
~/Git/source-sdk-2013/
the SDK Base 2013 installed via Steam and the steam-runtime to
~/working/steam-runtime-sdk_2013-09-05/
I was not sure whether there is a specific path I should put the steam runtime into so I just put it into my self-created working dir.
# Create a Multiplayer sample project
export SDKROOT="~/Git/source-sdk-2013"
bash $SDKROOT/mp/src/creategameprojects
bash $SDKROOT/mp/src/createallprojects
# Setup Steam Runtime
export STEAMRT="~/working/steam-runtime-sdk_2013-09-05/"
cd $STEAMRT
# Choose all build targets (i386 + amd64) and download these
./setup.sh
# Set current to target to the same as host machine (ie. amd64)
./shell.sh
# Compile the actual game
make -f $SDKROOT/mp/src/games.mak
I have not yet touched any source files as there's plenty of sources already supplied. I just wanted to confirm having a working toolchain set up
This all compiles fine but in the end the script wants to chmod the client.so and server.so but claims "not found" – but it sadly does not provide any information where it searched for them. Actually these are existant in
$SDKROOT/mp/game/mod_hl2mp/bin
and even marked as executable (-rwxr-xr-x).
So I just ignored this and hoped for the best. The next line to me sounds a bit strange:
At this point you should have client.so and server.so files to load with the Source SDK Base 2013 of your choice.
So I should be able so load the files with "the Source SDK Base 2013" (of your choice?!? Valve is the only one providing it O.o). How am I supposed to do that? I have not found any hint whatsoever for that, sadly.
But they hint me to the README.txt of the steam-runtime which tells me to do this:
run.sh ./MyGame
But where's the executable? I only have .so's
And this is the point where I currently am. I'm quite confused as I have many questions now:
Why do only the Linux users need to download the steam runtime? What if I want to not ship via Steam?
Is that chmod failure a script failure or a mistake in my directory setup?
How do I load these libraries via the SDK Base
Where is the binary? I'm quite confused here...
Have I overlooked something?
I appreciate any hints or links to resources, maybe explanations when I just were to dumb to understand what they mean :P
EDIT: Actually there is a GitHub repo for the steam-runtime too (GitHub/steam-runtime) – why is the download so outdated, the git repo has some updated stuff going on. Which should one choose?
With the help of a friend I didn't expect to be able to answer this (he didn't know about Linux but we could figure it out) I could solve it faster than expected.
To "load" the game via the Steam SDK Base just append the -game parameter and point it to the directory with the gameinfo.txt (ie. $SDKROOT/mp/game/mod_hl2mp/) in it.
Alternatively just copy the contents of this directory to
~/.local/share/Steam/steamapps/sourcemods/$MYSOURCEMOD
where $MYSOURCEMOD is how you want to call it (do not use spaces). Then add a steam.inf file in that dir with following content:
appID=243750
ProductName=$MYSOURCEMOD
PatchVersion=1.0.0.0
After a restart Steam will be able to find the sourcemod.
I'm not quite sure what the "steam-runtime" thingy is but I suppose it is to set up the build environment (to use a custom gcc etc.) as this is how the scripts look like. I'm not sure why you should run the game via the run.sh in the bin/ subfolder of the runtime instead of via Steam or via the parameter one the Source SDK Base but maybe someone can enlighten me here.
The archive one shall download is only a downloader/configurator for the steam-runtime hosted on GitHub.
The need
Recently I've started flirting with the idea of making my own customized Debian live distro. My aim is to have an USB stick with Debian, specific packages, custom scripts and files installed inside. In this way, I can take my OS with everything I need to work with without taking my laptop with me. Furthermore, It will be specially useful in case I just wanted to replicate the OS without the hassle of installing every single packages and further customizations over again.
The research
So I decided to go for it and educate myself on the subject. I've found the Linux from scratch project (LFS), but to be honest, it will take me lots of time I currently cannot afford to invest (But seriously thinking for the future).
I decided to use the live-build project scripts based on the instructions and examples of their manual. http://live.debian.net/manual/3.x/html/live-manual.en.html
The problem
So far, I've built a hybrid.iso image with a custom selection of packages by specifying them in the /config/packages-list/mylist.list.chroot.
Then I tried to copy my custom scripts, files and software inside specific folders under the chroot directory just created,
i.e.
mkdir chroot/etc/skel/<custom dir here>
or
cp <some file or script> chroot/usr/local/bin/
and then run
lb build binary
The problem is that the iso doesn't get built after the first time I run lb build and the customizations done on the chroot directory are deleted every time I try to build it again.
I've tried...
lb clean --binary
lb clean --stage
lb build binary
or
lb build binary iso
So what am I missing? How can I add custom files, folders, scripts to my custom live Debian without downloading every single package over again?
why isn't the iso image built again after the first time I run lb build?
Thanks in advance...
P.D: I decided to be very detailed on the writing so anyone could understand, specially those that want to try the same...
I am conscious about LFS too. But, this
My aim is to have an USB stick with Debian, specific packages, custom
scripts and files installed inside.
and this
it will take me lots of time I currently cannot afford to invest
made me pointing to my answer
I have two suggestions. The easy one, use tools like remastersys or live-magic.
Follow this link.
The difficult one, follow the official documentation to how to creat a custom debian cd.
Debian official doc
This answer comes a year late for the original poster, but for future searchers: don't add files directly to the chroot. Instead, make a folder structure in config/includes.chroot. Then your customizations will be retained when you rebuild the image.
See the section "Live/chroot local includes" in the debian-live manual: http://live.debian.net/manual/4.x/html/live-manual.en.html#506
The software created a Web Upload folder for me, which I uploaded to the site using an FTP Client (specifically WS_FTP). The first lines of the pearl files say "#!usr/bin/pearl" that I changed to "/home/calakpsi/pearl". However, when I execute the html file it searches my computer under "/C:/Users/myname/AppData/Roaming/Ipswitch/WS_FTP/Storage/cgi-bin/ciwweb.pl". I made sure the file it's looking for was in that folder, but for some reason the webpage would still not execute.
Any help or step by step solution (since I do not have an in depth technical background) would be much appreciated.
I think the problem is that your server is not configured properly to run perl scripts. Have a look at this, to see if it helps. The answer by Dave Sherohman should help you out.
Once you are able to run perl scripts, it should run (barring other issues which are script specific).
Overall the steps required to execute perl scripts are as follows. You can look up their details on the internet, as I don't know them myself.
Install any mods required for server, for instance mod_perl, on ubtuntu it would be something like sudo apt-get install libapache2-mod-perl2. If you are in windows, perhaps take one of those bitnami or other LAMP installers. They should come installed with it.
Configuration for server/virtual host, so that perl files in the directory are executed
ensure they have correct permission (and you should be all set).
How do you debug your SharePoint 2007 code? Since SharePoint runs on a remote server, and I'm developing on a windows xp machine (with the necessary .dll files copied into my GAC), I haven't had much luck with finding easy ways to debug. Breakpoints don't work, etc.
The best way I've come up with is to enable page tracing in the web.config file, write trace messages throughout my code, and access trace.axd whenever I need to debug.
Does anyone have any better suggestions for debugging? Am I missing something?
From Andrew Connell's blog post on the subject:
Attaching the debugger to GAC'd
assemblies: "Why aren't my breakpoints
being hit?!?!" Ever been there? Me
too... what a PITA that is! What's
going on? Well, the assemblies are in
the GAC and the Visual Studio debugger
can't see the debugging symbols (aka:
*.pdb). Unless you've gone through the trouble of setting up a symbol store
where all your PDBs are going, you'll
need to put the debugging symbols in
the same location as the assembly. The
trick is finding the folder that
contains your DLL in the GAC.
The c:\windows\assembly folder is not
a real folder, it's a virtual folder.
To get to the REAL folder, do the
following:
Start » Run
%systemroot%\assembly\gac
[ENTER]
This will open the GAC folder.
Now, poke around until you find a
folder that looks like this (you might
need to jump up one folder and dive
into the MSIL folder): [assembly file
name -.DLL extention][assembly
version in format of
> #.#.#.#]__[assembly public key token].
When you find that folder, open it up
and you'll see your assembly. Copy the
PDB file to that folder and then
attach the debugger for some debugging
joy!
The best way (even the one endorsed by Microsoft) is to have a Windows 2003 Server with Sharepoint as your local Development machine.
See also this topic.
Don't put your assemblies into the GAC, put them in the bin directory - then you can use the VS remote debugger. Google creating .WSP files for distribution.
This also has the advantage that its easier to copy your new builds onto the server after compilation (post-build step) and its also the recommended way to increase security.
I recommend you develop on a Windows 2003 server with Sharepoint. It's a hassle to debug on a remote server.
You can do it in a virtual machine with VMWare or Virtual PC, if you have XP on your workstation.
Virtual machine is the only way to go. You don't want to dedicate a whole machine to dev (unless you have extras) and developing on your production server is just asking for trouble. I prefer VMWare, but there are others that work just as well.
Tracing works well as normal debugging isn't really an option.
What else I do is try to develop all the logic (the stuff that isn't SharePoint dependent) on just a regular asp.net site, then integrate it into SharePoint after it's tested.
Hope that makes sense.
Are you talking about developing web parts? Custom pages? Something else?