I have a build that builds a native app on linux. That build links in the pthread library and one or two others.
I am porting the build to be cross compilation build on Windows.
How do I include such libraries in this build? Is there an URL where I can download the library and then add it to my build? Or should I locate it on linux platform and copy it across?
Thanks
Related
How to compile open-source project in windows?
I want to use Fldigi project. I am not getting how to edit the source code of fldigi and compile it in windows 10? Please help.
I am able to use OpenSSL static libraries (libcrypto.a and libssl.a) in my iOS app thanks to this help. Now i can also use OpenSSL dynamic libraries (libcrypto.so and libssl.so) in my Android app version thanks to this info. I downloaded the files for Android in the OpenSSL_1.0.2g_Android.zip file from here. I just guessed and used the ARM files (armeabi-v7a folder) instead of the Intel files (x86 folder) and it worked on my Android test phone.
My question: How do I make an Android build that uses the correct library files on ARM devices AND also on Intel? I don't know how to deploy both sets of files for this. Below is snip of project window showing where i test added the second libcrytpo.so library file for x86.
But, this second libcrypto.so does not show up in the deployment window, only the first version i added (the ARM version) remains.
I was hoping i could somehow use compiler directives but maybe i just need 2 independent projects altogether? One built for Android ARM and other for Android x86? Further, all i'm needing in my code is an IdHTTP1->Get() so maybe their is a way i can use the built in BoringSSL fork? If so, how?
russ
C++Builder 10.3 Version 26.0.33219.4899
RAD Studio does not support producing Android apps for Intel, only for ARM, so don't even worry about trying to use the x86 libs on Android.
Also, Indy does not support BoringSSL at this time.
I am trying to build the AOSP for android Oreo,in the software requirement section it is mentioned about the following device binaries-
(1)Preview binaries (blobs)
(2)Factory images
(3)Binary hardware support files branches
(4)OTA images
Without including these binaries,I am able to build the code successfully but while running the emulator it is not started.
As per my knowledge, we do not require these binaries in case we are using an emulator,is it necessary to include them?
link followed->link for software requirements
Device binaries are mandatory for both emulator as well as hardware device,the avd in the android studio and the binaries should be of same configuration.
In my Visual Studio Xamarin Forms iOS project, I am linking against a native (c++) library I built and deployed using Visual Studio Cross C++ Platform. I can link and run against an actual device (through the Mac Server), but I cannot get it to work through the simulator. If I build with the same link settings, the build fails, not being able to find the entrypoint. If I choose not to link, then the build succeeds but I get am Entrypointnotfoundexception when running at the point where I try to call into the native code.
I just went through the example from your comment, using his sample code here. I had to do a couple things to get it to run correctly. My problem was on Xamarin.iOS, but the same steps can be applied for Xamarin.Forms, assuming you already have platform-specific integration working.
Since you have the code working on a physical device, you should already have a Native Static Reference to your .a library. But the iOS simulator runs on the x86_64 architecture (iOS 11 and later does not support i386), while your device likely runs on some version/variant of ARM. It sounds like your library is built to support only your device's architecture. You can check this by running lipo from your Mac:
% lipo -info /usr/lib/libCLib.iOS.a
To support the sim's architecture as well (see this article), build the C++ project to the architectures you need to support, then combine them, like so:
lipo -create -output libCLib.iOS.a libCLib.iOS-x8664.a libCLib.iOS-arm64.a
Use that output .a file as your new Native Static Reference file back in Visual Studio. Change Supported Architectures in your project settings to x86_64, and that should be everything. Hope this helps somebody.
From what I've heard, it's possible to use a DLL in Windows that is compiled with a different compiler version. Does MacOSX frameworks have the same functionality? That is, can I compile a framework with one compiler and then use that framework in a program that uses a different compiler version?
The reason why I ask is that need to compile a open source project that outputs a framework. That project is not possible to build with gcc4.7 and my code uses gcc4.7 features.