i have a project having lots of file, around 4500 file in all Project. i separated it in 40 library project.Now my problem is that it taking too much time to Compile. so i increase a memory of Flash builder. This gives me little improvement to compile. i am sure that i have too much file which is not used in my project. so now i want to remove it by plug of Flash Builder / Eclipse. Because it is too much headache process to see that "xyz.as/mxml" file is used in any other file or if it is used in Other file say "abx.as/mxml" then again i have a question that "abx.as/mxml" is useful file or used in any other file. so you have any idea or hint please give me. Thanks in advance...
One thing you can try is to use the size-report of your flex compilation : flex compiler options
This way you will have an idea of which classes are really used in your libraries and therefore wich ones aren't because the flex compiler only link to classes you really need in your compiled swf.
This not ideal but it can avoid a lot of manual process pain.
Add this param to your compiler:
-link-report output.xml
this information will help you.
I'm not sure if it would work for flash-builder, but for Java there is the UCDetector.
Related
I'm using library ESP8266 audio, which contains lot of files. I'm using just a few of them, but when I want to build my project, platformio tryes to complie ewerything. It's quite issue, because unused filles has dependecies, which are not included in my project (eg. SD card library, file system library...). I can build my code with arduino IDE without any issues, but I'm not able to do the same thing in platformio. I tried to tweak src_filter flag, but it has no effect at all. I'm stucked on this for more than day and I wasn't able to find any relevant informations :/
Thank you for your answers.
Oh, I solved it myself! :D I have set 'lib_ldf_mode' to 'deep' on platformio.ini. It's now acts exactly as I need. It starts in 'src/' folder and then recursively compiles imports and imports of imports and so on.
Currently we have a large project that was created in Flash and AS3. I know that you can't really compile or build fla's with ANT. I have seen all of the flex capabilities with ANT. So let me explain a little of what and why we are trying to do this and hopefully someone will have a suggestion on how to solve this.
We want to customize our final product so that we can swap out images and color schemes (other things too) on the command line.
We want to use ANT to be able to build our project and control the command line.
Basically end product, the user will just tell it where the images are and only take a couple minutes.
Do we have to convert our project into Flex to do this?
Anything to kick start me would be great. I have never used ANT so I am trying to learn that along the way in completing this.
p.s. I am messing around with ANT in Eclipse currently.
Ant is not really necessary. There are two immediate solutions I can think of:
Use JSFL to prompt for a directory of images, and change the code or DOM as needed (Old tut, but ok and the JSFL reference.)
Use conditional compilation constants (Adobe link).
Conditional compilation constants allow you have all the content visible and editable within the Actionscript files, which seems more manageable.
I am struggling from past 1 week that how to compile the tesseract ocr enging for iphone. I have gon through through some link, But i couldn't find the proper way. Can anyone help me through step by step procedure. Thanks in advance.
I will have to agree with you on this that it is not an easy task, but the below links finally helped me achieve this... hoping this helps..
http://tinsuke.wordpress.com/2011/11/01/how-to-compile-and-use-tesseract-3-01-on-ios-sdk-5/
http://tinsuke.wordpress.com/2011/02/17/how-to-cross-compiling-libraries-for-ios-armv6armv7i386/
That probably won't be enough. I know nothing about Tesseract OCR library but you will require the include directives, plus specify the directory to where the Tesseract header files are installed via a compiler switch (usually -I) and (possibly) link with the Tesseract library file(s).
That would be enough to compile the sources if the header files are installed into common include directories. However, if the header files do not contain the definitions (not just declarations) for all functions/variables then there will be a library file(s) (like libtesseract.a or/and libtesseract.so) that must be linked in order to compile your binary.
I am sure this may be super silly but I have been spending so many hours trying to figure this out and looking everywhere. I added a 3rd party library to my Xcode project and when compiling it says that the header is missing even though I dragged the entire library to my projects.
Is there a way to manually link the header to my project? What am I missing? thanks!!
Not sure if this helps. I am trying to add ShopSavvy scanner. In Finder, I have a library called ScannerKit where my .xcodeproj is. Under the ScannerKit library there is a Headers library where all the headers are.
Are you sure you checked copy when you added it in?
Try deleting it, then importing it again, making sure the box is checked.
Sometimes a library may have the header outside of the main library, for example I know TestFlightApp do this, TestFlightApp.h is outside the main library.
What library are you trying to use?
This has often happened to me, and I have found that sometimes it depends where in your project the header is located. If you have a supporting files folder, I would put it there. Really anywhere inside the classes folder. I'm not really sure why this problem occurs, though.
Anyone want to share an Xcode project that has MGTwitterEngine in it? Mine won't compile. Are there certain project settings to set? I just made a stock tab bar app for iPhone and added the MGTwitterEngine files. Tons of compiler errors. What am I missing?
I had same problem. To get it to compile I added "$SDKROOT/usr/include/libxml2" to the Header Search Paths list. I also checked Recursive checkbox.
Make sure that you're adding "$SDKROOT/usr/include/libxml2" to header search paths in your Target settings and not just the Project.
I managed to get the library path right eventually. However, in the end, I got rid of the whole MGTwitterEngine thing and went with the TwitterHelper stuff that I noticed the folks from the Stanford iPhone class using. It uses the synchronous calls and it's not as full-featured. But it's lighter and I understand it better. I just use threading to counter the synchronicity. (Hey, wasn't that a song?!) Anyway, a little JSON code and it's all under control. Most of you are probably going to think I'm a noob but it just feels cleaner and easier to handle. I know there are plenty of good reasons to use MGTwitterEngine.
Bottom line is, even though I got it to work by getting the library path right, I don't even need to worry about any paths by adding the very small TwitterHelper stuff to my project. Seems more Mac-like than to have to go into too much tinkering (I can already hear the experts saying that setting paths is not too much but I absolutely detest the Project Settings dialog.)
You also need to add
libxml to Header Search Path ( should be something like /usr/library/libxml2 )
I just wanted to add something that tripped me up. You have to make sure the Target header search path is also set because it may override the default project search path headers. If you are unable to find some header files that the path is definitely pointing to correctly in your project search path headers, then this is probably the reason.
You're probably missing the libxml library. You need to add that to your linked frameworks. Here's a question that has a little more information, but that's the gist of it.
Best approach for XML parsing on the iPhone