How to upload blinky program onto nRF9160-dk - nrf52

I’m currently trying to flash the blinky code (found in the ‘Getting Started’ section) onto the nordic nrf9160-dk.
The error I’m getting is :
“error: cmake failed
create_nordic_project.py failed (1)”
When I looked online for help/clarification I saw a post from the nordic devzone forums saying that the ‘create_nordic_project.py failed (1)’ error arises when the wrong board name is picked in SEGGER Embedded Studio (SES). I looked at this link from Nordic: https://developer.nordicsemi.com/nRF_Connect_SDK/doc/latest/nrf/app_boards.html and tried all the boards that correspond to the nRF9160-dk and I’m still receiving the same error message.
I also saw on the nordic dev zone forums that it could help to go to SES to navigate to Target >> Connect J-Link >> Erase All to clear the board. I tried that and it didn’t change anything.
Any ideas on how to fix this error? For context I was able to successfully flash all of the ‘Getting Started’ sample programs onto the nRF52-dk.
Lastly, even though uploading the blinky program onto the nRF9160-dk is giving me an error message, when I just click on the blinky project I created for the nRF52-dk, LED3 on the nrf9160-dk starts blinking without me needing to upload it at all.This could be because the nrf9160-dk includes a nrf52840 board controller, explaining why the program uploads. However, none of the other ‘Getting Started’ programs I loaded onto the nRF52-dk automatically upload onto the board so I’m not really sure why that’s happening.
Any help would be appreciated!

After you receive this error, go to the build menu and select "Show Build Log". There will be an error in there somewhere which gives more information. Usually it is due to bad prj.conf settings, or yes, perhaps some other error to do with the device tree generation.

Related

"XHR failed" can't download any extension

So recently I get this error "XHR failed" while trying to download extension and I already try a lot of things changing the setting but still it cant work. So I decided to try difference wifi (mySchool) and network(mobile data) and I'm shocked it's working fine. So, I guess the problem is on my own wifi. How to deal with it? I've been stuck for 2 days 🙂.
I use the latest VS CODE version on Windows 11.
I try a lot of things to fix it and been through github and stackoverflow too from `proxy setting,firewall,DNS,restart router,restart laptop also i tried everything in this question too and all but
"XHR failed"
keeps appear and as I said before without changing any setting but only changing wifi it works fine. So, I hope there's a solution on my wifi.
this is the error msgs on therminal:
enter image description here
Updates:
I'm running the same project at home and school.
I'm using the same laptop at home and school
By "mobile data", I mean hotspot from my cell service (vs. Wifi).
The projects ONLY works for wifi at school and from my hotspot.
It does NOT work from my home wifi.
It fails not only for remote explorer, but the other ones too.
I can't try to reload the extension that I want to download. The error always occurs, not only on Remote Explorer.
The other problem is "can't connect to discord via RPC: Error: could not connect"
Your problem is the same as discussed in this thread:
Visual Studio Code "Error while fetching extensions. XHR failed"
Unfortunately, there are several DIFFERENT possible root causes, and several different workarounds and solutions discussed in the thread.
You said you "tried several things". Please Update your post and specify exactly WHAT you tried, and the results.
You said it "works" on certain networks, but fails on your (home? school? other?) network (whether or not the network is "wifi" or not probably doesn't matter). Please clarify exactly "what's different" between the networks (to the best of your knowledge).
Please specify the platform you're running VSCode on (windows? MacOS? Linux? Other?)
Try this (one of the responses in the SO thread I cited above):
https://stackoverflow.com/a/71456820/421195
press f1
search "user setting"
click enter
search on user setting "proxy"
click enter
look for "use the proxy support for extensions."
change "override" to on
Q1: You're running the same version of VS Code, on Windows, using the same project, at home and at school, correct?
<= Q: Are you using the same PC (e.g. carrying a laptop from home to school), or are you using different PCs at home and at school?
Q2. By "Mobile data" (vs. "wifi"); you mean you "hotspot" for your cell phone service, correct?
Q3. The project ALWAYS works for Wifi (either at home or school), but NEVER works for your Hotspot, correct?
Q4. You're always trying to run the Remote Explorer extension in VS code when the error occurs (it never happens with other VSCode activities), correct?
<= Q: Any problems in other areas of VSCode (e.g. your compiler)?
Q5. The exact error message is The editor could not be opened due to an unexpected error: XHR failed, correct?
<= Q: Always using Remote Explorer, correct? What exactly are you doing in Remote Explorer?
BE SURE TO TRY ALL THE TROUBLESHOOTING TIPS HERE
(including verifying "ssh" from the VSCode command line, using your "bad" network):
https://code.visualstudio.com/docs/remote/ssh
I found the solution for my problems. it solved by using vpn.
the problem was my wifi provider probably blocking the request on vs code, seems like there's something fishy about the DNS policy. Hope this can help too

Unity Error Occurred While Resolving Packages And Game Mode Doesn't Work Suddenly

I never ran into this problem before while building unity projects.
[1] Yesterday, I decided to update my unity hub to newer version, and now all of a sudden,
I keep getting this error and my packages are not loading into the editor workspace.
[2] Additionally, anytime I try and enter into game mode unity will suddenly stop and bounce me back to editor mode (never happened before). I am very lost why this is happening, and even my past projects that worked fine seem to be affected as well. Cannot run them within unity now. :(
All help is greatly appreciated!
-So far I have been just looking to make sure my unity apps are in the folder of that address - and they are, looking for direction.
It would be easier to help you if you include the exact error message in your question.
I assume it is this:
Cannot fetch authorization code. User access token is expired or invalid. You may need to sign out and sign in again. [Unknown].
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
If so, log out in Hub and log in again. This happens either when updating Unity Hub or with bigger Windows updates for me.

Unity displaying message "the associated script cannot be loaded" for all scripts when restarted

I am following the Sebastian Lague procedural planet tutorial, and am on episode 3. Unity started refusing to refresh scripts and not showing any changes made, with no error messages. When I re-opened the project, all scripts displayed the message "The associated script cannot be loaded. Please fix any compile errors or assign a valid script." All scripts, when selected, show a message saying that they have "no MonoBehaviour Scripts" , even if they had. This problem persisted through:
Restarting Unity
creating a new project and adding the Tutorial's assets
Reimporting all
I could not find any fixes that worked on StackOverflow.
the Code is in the E02 folder on https://github.com/SebLague/Procedural-Planets.
This is my first time using unity, so I'm not sure whether the problem is with the code, something I've done on unity, or just a bug in the Unity software.
The error message says it all: "... Please fix any compile errors or assign a valid script."
Please check your console, maybe displaying errors is turned off

I get MDB_MAP_RESIZED error in Unity, how can I fix it?

Excuse me if this has been posted before, but I can't find a solution that works for me.
When I run a little 2D-game I'm working on in Unity I get following errors:
> Assertion failed on expression: 'm_ErrorCode == MDB_MAP_RESIZED || !HasAbortingErrors()
> Artifact meta info not present for hash 306bf9d63d75727c0b63ec8f203f76ac
> Asset database transaction committed twice!
> Assertion failed on expression: 'errors == MDB_SUCCESS || errors == MDB_NOTFOUND'
Despite that everything in the game seems to be running correctly, but the error keeps popping up.
Somebody suggested that it might have to do with the imported sprites, but all my sprites are PNG, which should be standard for Unity? Reimporting the sprites didn't seem to affect the error.
What could be causing the error? How can I identify it and fix it?
Check to make sure you have an active Licence in your Unity hub, if not sign up for one , they are free.
I've also just had this error -
saved and closed unity Editor
opened up hub checked for valid license
there was a hub update.- did that.
reopened Unity editor no more error.
May have just needed a restart after being open for 4 days - more likely the hub update wasn't telling the editor it was licenced properly.
Had this issue early into my development, I just reset my unity after saving and checked for updates in my license.

Flash not running debugger any more. Possible socket issue in Windows-10?

Bounty Update
I am leaving the question essentially the same, but I just want to point out at the beginning here that I'm most interested in help trying to get the socket between flash (Adobe Animate) and the native debugger working again, as I believe that is the issue I'm having. Or is it a socket between flash and Windows?
Original Question
I've apparently turned something off? Even when I write really bad code (like trying to call a function that isn't there or divide an integer into a fraction), the flash player boots, shows a background color and stops there. No messages in the output window or compiler errors window. If I fix my code, it all runs fine, but for about 30 minutes (ever since I started trying to work with bitmaps for a sprite sheet) I get no runtime errors no matter what kind of mistake I type in my code. Anyone know how to turn it back on?
I've checked my actionscript settings and I have both warning mode and strict mode checked on.
Could it be a socket issue? I admit I have little to no experience working with sockets and only a surface understanding of what that even means. I've added the socket tag. If someone can see that this is clearly nothing to do with sockets, by all means, I'll remove the tag.
UPDATE: 6/22/16
I just reinstalled Adobe Animate CC 2015.2 and no change. I'll try compiling it in flash builder when I get a chance to help pigeon hole the problem. (Edit 6/24: flash builder worked! But my trial version expired the next day so is no longer a viable option).
And I just tried something in the command prompt in Windows 10 as an administrator:
netsh winsock reset catalog
netsh int ip reset reset.log hit
which I found another user on flashdevelop.org used to fix a similar issue, but no change.
And I just tried debugging in Flash Builder. It worked fine (debugger caught bugs) but my trial version expired the next day.
update 6/24
I've tried launching debugger for AIR from within the Adobe Animate CC IDE and it works fine if there are no bugs; it fails to do anything visible (no Iphone emulator, no swf window) if I put a typo or error in the code.
I also just deleted winsock and winsock2, rebooted Windows, then reinstalled winsock and winsock2. No change.
update 6/25
Just tried a system restore in Windows to set all my files and settings and drivers etc. to the way it was a week and a half ago... Also completely uninstalled all Adobe products and reinstalled. No change. I can only imagine that wiping my hard drive and reinstalling Windows would do the trick, but come on, it hasn't come to that has it?
As VC.One suggested, I checked the compile error window (cannot believe I didn't check before! Maybe when I checked before there were no compile errors... Only runtime errors?) and the errors are showing up there. Does this mean that it's catching compile errors but just not runtime errors?
When you force/test a runtime error... make sure you check
Compiler Errors (ALT+F2) and also Output (F2). By Output I mean the window that shows traces (and runtime issues). One of those two should have some feedback for you.
A possible solution is to save a new Workspace. So with those windows for Compiler Errors and Output both open (or tabbed, I tab them next to my Timeline) go to Window (in top options like File/Edit/Debug etc) and choose Workspace, then into that you choose New Workspace. Give it a name in the pop-up and okay everything.
Flash should always load that current workspace (next time, go to Workspace option again, check that your specified workspace [by name] has a tick next to it...).
Possible pitfalls:
1 - Use the debug player
2 - Make sure there isn't somewhere a try/catch enclosing the portion of code that triggers the event that may lead to an error
3 - Socket issue: may be exported in debug mode but swf cannot connect to debugger (it waits in a blank state for 60 seconds I guess)
4 - Does it compile ok? If there are compilation errors you may get an SWF anyway but then it will not start
...