Error while running CsipSample code. - sip

I downloaded Csipsample from google code and trying to work on that.I built the app based on the instructions given in https://code.google.com/p/csipsimple/wiki/HowToBuild
while running the app on my mobile it is giving
"can't load native library. cpu arch invalid for this build"
Even when i try to run it on Emulator also it is giving the same error.In some forum i found there might be problem with .so files. Even i tried that one also but still its not working.
The same problem i found here also :
https://groups.google.com/forum/#!topic/csipsimple-dev/uxkRx1vmzNk
Can anyone please give a solution for this ?

Simply rename your Lib folder with Libs

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libsqlite3-0.dll was not found error when launching shp2pgsql-gui on Windows (PostGIS)

I recently installed PostgreSQL 13 on windows 10 and the PostGIS extension via the stack builder. However, when trying to launch the shp2pgsql-gui application to import a shapefile, I get a "libsqlite3-0.dll was not found" error. I can see the file under the bin folder, so I'm not sure where the problem is and googling did not help very much. I wonder what the problem may be because the installation seemed pretty straightforward to have done something wrong.
Copying the "libsqlite3-0.dll" file from \PostgreSQL\13\bin to PostgreSQL\13\bin\postgisgui and then running the shp2pgsql-gui application seemed to fix this issue for me.
This problem can occur for different reasons, but I recommend that you download that .dll from the following link (https://es.dll-files.com/libsqlite3-0.dll.html). Then replace the file in the installation folder.

Running an OpenCV program with Eclipse

I'm trying to run a simple example of OpenCV on Eclipse [which was perfectly buit and installed before (using CMake and MinGw), even libraries and all includes are in place !].
When building, I'm getting no errors or warning, all seems good, but when I try to run, I get a message as if the project had no Binaries, even if all binaries are there. I even specified the path to the ".exe" (run->run conf-> new launch-> browse ...etc.).
You can notice on the images attached that the project is built and the binaries are generated.
Notice: when I run an example of a (Hellow world) on the console ... it displays the messag without errors.
I read a lot on Internet before posting here, but I found nothing that matches to this case.
Thank you so much,
Error Capture
Build Capture
Regards

Adding Native support to gstreamer tutorial won't finish

I'm following this:
http://docs.gstreamer.com/display/GstSDK/Installing+for+Android+development
I'm using the Windows x86 ADT bundle, the Windows x86 r9d NDK, and the Gstreamer SDK linked to in the guide.
I was able to get the first tutorial to add native support, build, and run. Then I tried the 3rd tutorial, and Eclipse becomes unresponsive. Same thing happened with the 2nd tutorial. I left it to do it over the weekend in case it just took a long time. When I change anything for another attempt I delete the tutorial folder completely and use a fresh copy from the zip file. I have also remove the ADT bundle completely and started over from scratch.
If I cancel, I have the expected build errors of missing import com.gstreamer.GStreamer;
The GSTREAMER_SDK_ROOT_ANDROID value is set to C:/gstreamer
The NDK Location is C:\android-ndk-r8d
I switched to using r8d as recommended in: Adding Gstreamer support to an android NDK project
One comment also suggests adding to the gstreamer.mk file:
ifndef SYSROOT
SYSROOT := $(NDK_PLATFORMS_ROOT)/$(TARGET_PLATFORM)/arch-$(TARGET_ARCH)
endif
I attempted this but there is a gstreamer_prebuilt.mk file it may be using instead.
My only clue is that Tutorial 1 does not use gstreamer plugins and the tutorials that do not work use plugins.
Thank you for any help you can give.
Edit: I tried using android-ndk-r7c also.
Then I deleted the ADT bundle and tried going the "Use an existing IDE" route, same result.
I'm going to try a different machine, and also see if I can compile it without eclipse, but I would love to hear any guess on what's going on.
Edit2: I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.
I watched a youtube video of someone setting this up (as far as I can tell he adds the NDK manually adding a build program and pointing to the ndk-build.cmd file):
https://www.youtube.com/watch?v=nKfAELFdf9A
This seemed to work but I was still missing import com.gstreamer.GStreamer; so I closed the tutorial 2 project, built and ran tutorial 1, opened tutorial 2 again, cleaned, built, and it ran.
Problem solved.

phonegap cordova unable to locate blackberry-nativepackager

I am trying to create a blackberry10 project with phonegap cordova command line tool. I am following through the phonegap document (http://cordova.apache.org/docs/en/2.9.0/guide_cli_index.md.html#The%20Cordova%20Command-line%20Interface) but keep running into the same problem.
When I run "cordova platform add blackberry10" in the terminal, it returns [Error: blackberry-nativepackager cannot be found on the path. Aborting]
Does anyone know why and what am I missing? Why is it trying to locate the blackberry-nativepackager, instead of the webwork sdk?
All I want to do its just loading up an external url in bb10. Any better suggestion? Does anyone has any good tutorial/walkthrough on how to create a blackberry10 project?
I'm pretty sure the nativepackager thing is needed to create a package, even with WebWorks. You'll find it in $BBNDK/host_10_x_xx_xxxx/linux/x86/usr/bin/blackberry-nativepackager (adapt to your OS). You'll need to add this folder to your path. Doing this depends on your OS.
The easiest way to do this is to run the bbndk-env script, located in your NDK root directory.
Here's some updated documentation to align with Cordova 3.0. It will cover all the steps needed (including the NDK setup, which seems to be currently missing in your environment).
http://cordova.apache.org/docs/en/3.0.0/guide_platforms_blackberry10_index.md.html#BlackBerry%2010%20Platform%20Guide

Creating a sample app with Ogre

I installed the OgreSDK for iOS. I Installed Cmake, I downloaded the Ogre SDK, and I downloaded the iPhone dependencies.
I have placed the iPhone dependencies in the OgreSDK. Then I tried to run ogre.Xcodeproject, but I got the following error: some config files are missing. I have added the files in the bin, then it ran successfully. I installed the Ogre template for XCode.
I started of creating my first application, but when I try to run, I get an
error like ogreCamera.h not found.
I have checked in the header search path, whether it contains the root of OgreSDK. It is correct, and I have added them manually.
Then I got this error ld: library not found for -lOIS
Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang++ failed with exit code 1
Please help me, I have been struggling with this for one day.
Thanks in advance.
There are some tutorial maybe useful to you
http://www.ogre3d.org/tikiwiki/Compile+and+run+OgreOde+on+iPhone
http://www.ogre3d.org/tikiwiki/ogreOnIphoneFast
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Ogre+iPhone
Good Luck