toaster yocto build UI - yocto

I am trying to write my own UI based yocto build. But i am not getting clue how the hob/toaster project is able to show the console output in screen.
For example, if receipes are parsed its displayed in the progress bar. Also i am not much aware of python code, to look much more on toaster source code.
My findings:
1. There is a log directory getting created for every bitbake build(as per the bitbake.conf file). I am able to read the log file. But i am not exactly sure did the toaster/hob follow the same procedure.
Any help is appreciated.

Related

How to determine if code for an IPython custom magic is executing on startup

I have a .py file, defining a custom magic, in the /.ipython/profile_default/startup directory, but the intended magic is not being installed. Is there a way to determine where the fault lies? Where is execution failing? Other, very simple .py files in that directory are executing fine.
The short answer appears to be 'no,' there is no way to see what is happening during ipython startup...no log file keeping track of what is happening.
But I did solve my problem.
Opened a jupyter notebook. With the %load magic, copied the code for the custom magic into a cell. Copied the code into a code cell and ran it. Found I needed to install pySerial, and did so. Voila, custom magic now available. (Still have to find out if it works as intended.)

DCA files cause build errors

I am working on a VB6 application and I have requested to change the platinum gray style forms' to our new format.
In order to do that, I have first modified the Backcolorattribute as H8000000E (it was H8000000F previously) for labels, frames and forms.
Those forms were saved with .Dsr extension.
Each form is having three fils with .Dsr, .DCA and .dsx extensions.
After I modified the Backcolor, I compiled the code and it ran successfully. Then I close the project, reopen it and run again.
Then I got the Error in Loading DLL error.
We didn't commit the .DCA files to git. But once I committed one .DCA file and it caused a build failure. But this is occurring without even commit any changes.
I am still unable to find a reason why this occurred.
Could anybody please help me with this?
Thank you.
I removed the .DCA files set and it resolve the problem.
DCA is a temporary type information cache file created by Visual Basic. It is used by VB to speed up compilation.

Error on a .exe that was running perfectly before being compiled

guys,
I just finished a particular code in MATLAB R2014a that reads and write into multiple text files and saves an image inside the same folder of the script. The script runs perfectly, but the compilation executable does not, so I believe that it has something to do with the PATH that the executable is trying to use to run, I don't really know.
The error was the folllowing:
That's the second read function in the code that tries to read a file and it's possible to see that the code was already successful doing a read/write operation, since a .txt is created.
Just to keep it simple, I didn't use any global paths to the files and tried to keep them inside of the script and executable folder.
I don't have a lot of experience compiling stuff, so I just used deploytool and hit run to test it, so I would love to hear some insights about the possible cause of the problem.
Thank you in advance for the help!
MATLAB doesn't include every file on your PATH when it compiles. It tries to detect additional files that may be accessed when running the code in your application's main file, and include those in the compilation, but it isn't always 100% successful (I'm not sure exactly what conditions it's unable to detect).
After you have run the deploytool once, the full list of files it has detected in this way will be listed under Files required for your application to run. You can add files to this list (whether or not your project has already been compiled) using the "+" icon in the corner of that section.

Packing an Actionscript (Flash Builder) application for iPhone

Recently I tried to build a flash application in Flash Builder, and I wanted to export it to my iPhone. I have gone through all the required steps in order to certify my application.
Now, with all that done, all that was left to be done is building the ".ipa" file in Flash Builder. Now, this gives the following error:
'Launching TestGame' has encountered a problem.
Error occurred while packaging the application:
NotBefore: Wed Apr 11 18:52:40 CEST 2012
Google didn't give me a decent answer, nor does Adobe's information regarding mobile application development. All I can think off, is that I can't build the application before that date. That's ridiculous, I can't imagine a certain check like that.
I'm pretty sure my ".p12" key file is generated correctly.
Is anyone else familiar with this error? Please, be so kind to guide me in the right direction.
Kind regards,
Matthias.
The error occurs because the compiler didn't find the files under the corresponding directory such as debug-bin or release-bin folder. (explains from: http://forums.adobe.com/thread/893772)
For example, if you are doing a debug-build, and you didn't select the project option: copy non-embeded files to the output folder. And debug-build needs some files such as icons files under the debug-bin folder, and it couldn't find it.
Solution: select project compiling option: the copy non-embeded file to the output folder.
Try again, if still not you will need to try the ADT build to get more details http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac35eb7b4e12cddc5fbbb-8000.html
I suggest compiling from command line. I'd ported an AIR app to iOS and compiled using adt dirrectly (without FB or whatever), and there were more meanful messages then yours. Take a look at the manual on how to build ipa wit adt. The other advise is to check your iPhone node in app.xml (take a look here) and icons.
The "error" was thrown because the certificate wasn't valid yet. It became valid on the date shown above.
You could also fix the manifest file in the iOS developers center.
This problem does come up more often than needed. The error reporting is lacking distinctions but is also difficult to asses since there can be many factors causing this error. If it was one factor or even just a few then it would most likely let you know.
A great way to ensure that the error reporting can do its job and tell you where the problem is is to check your error log. It will tell you at least a few of the places that threw the block.
If you are unable to read those strange glyphs then just ensure that all your resources are being packaged. This does mean a little time of list checking but it is well worth it, for the errors and to get rid of development junk.
The first step in the asset list check is to go through each part of your Assets class (flash builder reference). If you do not have a direct Assets class then you may want to make one and move all of your asset calls to that one class - since it will save you time if this happens again.
Your Assets class is not the same as your Assets folder. Your folder is where the files are stored - i.e. images, bitmaps, sounds, etc. Your Assets class is what categorizes and assigns references to each individual file.
Go through your Assets class to ensure that each of those files exist in the folder as well. Then go to the Project menu (top near Navigate and Search) and select Clean. Either clean all your projects or check the current one. Once this is done you need to click on your Assets Folder (right click or highlight and hit edit or whatever), and select Refresh. This will check that all the files are still there and get rid of/update them.
If none of this throws an error -red X- or other errors then you need to check your project .xml file. This may take you some time to ensure that all of your add on packages and details are correct. Make sure you have the correct:
at the top and it matches your current air release.
Make sure all the filenames, names, ids, version numbers, aspect ratios, fullscreen, visible, icons, extensionIDs, and everything else are not only correct but actually there. Most of these statements should have something written and not be blank. If they are blank find out what to put in.
Ensure that you have the proper icon file extension. If it says assets/icon48.png and the icon48.png is actually in assets/pictures/images/icons/toomanyfilesextensions/whatever/icon48.png
you need to fix that link.
The last thing that you will need to check is when you want to either Release Build or Debug. You need to make sure that all assets are checked and selected.
Go to Project - Properties.
then select ActionScript Build Path.
Click the Native Extensions tab and see if there are any red X's. If there are tap the little arrow beside them and see what the matter it. Add the correct ANE or get rid of it or whatever you need to do.
Then in the same menu go to the left and select ActionScript Build Packaging. A little arrow should be beside that one too. Tap the arrow and it will open to Apple iOS, BlackBerry, Gooogle and whatever else you have (probably nothing more). Select the OS your want to use, lets say Apple, and you will have 4 tabs pop up. Make sure you have the correct certificates selected. If you have none or are confused about this you need to spend some time on Google.
The biggest one for this error is under the Package Contents tab. Most people miss this!
Open the tab and see if anything is not checked. There will 99.99% be something or many of them not checked if you are getting this error. Just check them all and you can figure out what you need and don't need later. Some of them will be listed because you just threw in a bunch of ANEs and .SWFs to have some awesome app. Those add on packages will throw in unnecessary contents into this package. That is fine and don't worry until you want to be picky. Just make sure they are all selected and hit Apply and Ok.
That's it. You should have a working Release Build if you did everything else correct and this error should be easy from now on (but time wasting).
You may get a 'slip' error now, but that is another story. But that is a great sign because you are getting closer to that stupid mistake that we all make: the elusive spelling mistake.

iPhone: Cannot get simulator to generate .gcda profiling data files

I'm attempting to profile my code using the iPhone simulator. I've enabled Generate Test Coverage File and Instrument Program Flow and added -lgcov to the linker flags. According to everything I've read that should be all I need to do in terms of setup.
Update: Generate Test Coverage File triggers the -ftest-coverage flag and Instrument Program Flow triggers the -fprofile-arcs flag. I've checked the build logs and they are being set when compiling.
Executing the program I can see the .gcno files appearing along side the .o compiled code in the build/.build/Debug-iphonesimulator/.build/Objects-normal/i386 directory.
But when I run the app in the simulator I do not get any *.gcda files appearing.
My understanding is that these files contain the data from the instrumentation. But I cannot find them anywhere on the computer.
I know they can be produced and appear along side the *.gcno files because I have an old trashed buil directory which does have them. I just cannot figure out what I have to do to get them to appear and record the run.
Any help appreciated.
I hope this link would give you some idea. Exploring the link I found
The .gcno file is generated when the
source file is compiled with the GCC
-ftest-coverage option. It contains information to reconstruct the basic
block graphs and assign source line
numbers to blocks.
The .gcda file is generated when a
program containing object files built
with the GCC -fprofile-arcs option is
executed. A separate .gcda file is
created for each object file compiled
with this option. It contains arc
transition counts, and some summary
information.
So may be you are building with some wrong settings. The information is mentioned on http://gcc.gnu.org/onlinedocs/gcc/Gcov-Data-Files.html#Gcov-Data-Files
This link may have the answer, basically gcda files are not generated until your app exits properly. It gives two possible solutions:
completely quit the simulator
add this to your plist (but not for release builds):
<key>UIApplicationExitsOnSuspend</key>
<true/>