How to diagnose "Entering an unknown directory" - makefile

I'm getting up to speed on this QNX project with a bunch of make files I'm still getting the gist of coming from a Visual Studio background. The build output from momentics leaves much to be desired but there's one particular error that I wish there were more feedback for.
make: Entering an unknown directory
make: Leaving an unknown directory
make: *** P:\Sources_xxx\xxxx\ProjectX\x86\o: No such file or directory. Stop.
make[1]: *** [ProjectX] Error 2
We're porting code that built in VC++ so I can't just back up to the last change which introduced this error since it's all coming at once. I suppose there's something wrong with the make file but don't have the debugging skills in QNX make to get the make output to tell me what directory it's struggling with. Is the directory that's being said to be unknown the same as the ProjectX\x86\o??

So it does look like the error message pertains to the folder in question P:\Sources_xxx\xxxx\ProjectX\x86\o, this is apparently the unknown directory, which is basically a directory that does not exist on the file system. From our build setup we were expected to commit to source control the output folders that are generated according to the Build Variants specified in the project settings, which in our case were X86.
This wasn't clear to us who are new on the team working with QNX since coming from Visual Studio such intermediate folders get automatically created and are not expected to be checked into source control. The thing that obscured this too is that the folder existed on my developer system when I created the new QNX project, but not being in source control was not found on the Build Server which is where the error was seen.

Related

<unknown>:0: error: unexpected input file:

I downloaded files from a separate Stack OverFlow post, and dragged the folder into my project (as a group.) The dependancies get resolved and it shows no error for code that relies on the files, but when I try to compile I get this error:
<unknown>:0: error: unexpected input file: /.../xyz.Swift
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swiftc failed with exit code 1
It might be nothing, but the files themselves in the project navigator show up as blank icons (while my project's other file have the swift red spalsh icon) despite checking in as swift files in the attribute inspector.
I've fumbled a few times with adding and deleting multiple sets of files, I checked the local dir and nothing seem out of order... is there something else that might be messing this up?
Thanks for suggestions!
Solved - The issue was with the filename extension:
xyz .Swift will not properly link. It will be processed by xcode and solve code issues expecting it, but the linker will hiccup.
renamed files to xyz .swift -> problem solved.
In my case it was after removing a compiler flag in a way it didn't like. Try to figure out what you changed in your compiler settings before it started acting weird. Sometimes because Xcode caches compiled code the problem doesn't immediately start after doing the change!
I haven't seen that precise error before, but don't add files through Finder. Start over, and this time use 'New' -> 'File...' from the Xcode 'File' menu. It has to update its internal manifests to track all project files; you don't want to subvert this process.
After that you may still need to do a 'Clean' before re-building, and perhaps remove all of the DerivedData as well while Xcode is not running:
How can I safely delete in my ~/Library/Developer/Xcode/DerivedData directory?

External makefile in Atmel Studio won't build. Windows error 0xc0000142

I downloaded bitcloud, the atmel zigbee stack and I am trying to compile one of the default applications, ZLLDemo.
It is located currently at:
C:\Users\Ryan\Desktop\BitCloud_MEGARF_3_1_0\Applications\ZLLDemo\atmelStudio_projects\ATmega256RFR2.cproj
Everytime I try to compile the application I get a windows message screen for "mkdir.exe" error 0xc0000142. In the Output screen I see the line "make: *** [directories] Error -1073741502"
This same error and error code occurs later in the build process for cp.exe if I manually make the folders myself.
I have tried the following things to fix the error:
Change folder and contents to different owners, everyone having full
privileges
run make command manually from a command prompt window as admin
clean solution before retrying
all other examples files
ran directly from C: as "C:\BitCloud_MEGARF_3_1_0\Applications\ZLLDemo\atmelStudio_projects\ATmega256RFR2.cproj" - as per general suggestion for the windows error I tried
"sfc /scannow" in case mkdir had somehow been corrupted
Changed AppInitDLLs Reg key to 0 to load all DLLs at start of application
Disabled Internet security
Does this have a general fix or is there perhaps something else at work here? General compilations work, its just external ones. My friend did the same and it seems to work just fine for him.
Windows 8.1
Atmel Studio 6.2
Avrfreaks had a solution that I finally found here.
Their solution is to download an old version of the msys file for winavr. Which means that their is something more than likely wrong with the latest version of winavr for windows 8.1
sebastor wrote:
I found solution.
Copy this file:
http://www.madwizard.org/download/electronics/msys-1.0-vista64.zip
to utils\bin directory (WinAVR)

Why absolute path in git project (xCode)

i have one small project, which is hosted on bitbucket.
I just switch computer and my project is broken.
as you can see below :
clang: error: no such file or directory: '/Users/dev/iOS-dev/chanakya/Chanakya/../../../../../Al/Developer/BitBuck/Chanakya/Chanakya/leafContents.m'
clang: error: no input files
Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang failed with exit code 1
All the necessary files are there but seems like project somehow stored the absolute path of files rather than relative. As I just started working on new system, I m sure all the project will be broken.
Can anyone suggest me how can I fix current problem and how can I avoid this kind of problem in future.
Any help is very much appreciated.

How to build wxWidgets 2.9.1 with Visual Studio 2010?

I have a freshly downloaded Visual Studio C++ 2010 Express and wxWidgets 2.9.1. The build folder under wx\build\msw has solution files for VC++ versions 6 through 9 (2008).
I tried to open the latest solution, wx_vc9.sln. It converted all the projects with a bunch of warnings. When I try to build every project gets the error:
C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5):
error MSB6001: Invalid command line
switch for "cmd.exe". The path is not
of a legal form.
Trying to open the previous version of the solution, wx_vc8.sln, generates the same conversion warnings and the same build errors.
I Googled for some hints and found a suggestion to start with the .dsw file. I opened wx.dsw and it generated an error for each of the project files:
D:\3rdParty\wx\build\msw\wx_wxregex.dsp
: error : Project upgrade failed.
Finally in desperation I tried nmake /f makefile.vc and was greeted with yet another error:
NMAKE : fatal error U1077: 'cl' :
return code '0xc0000135'
Anybody have any hints? Thanks.
There are two ways of solving this, firstly if you update to a more recent version of the wxWidgets SVN trunk this is fixed (and so it will be fixed in 2.9.2 when it is released). If you don't want to work from trunk of wait for 2.9.2 then if you do a find and replace over all .vcxproj files and replace
>$(INTDIR) $(OUTDIR);%(AdditionalInputs)
with
>%(FullPath);%(AdditionalInputs)
it should then compile fine.
For future reference, trust me people, avoid all nonsense and start up your Visual Studio 2010 Command Prompt and navigate to [wxwidgets directory]\build\msw
Then compile using the makefile with the following command :
nmake -f makefile.vc BUILD=release MONOLITHIC=0 SHARED=0 UNICODE=1
Of course change the options as needed.
You will be saving a lot of trouble this way, this is the way I did.
The Key to Compilation using Visual C++ 2010 Express and wxWidgets 2.9.3 is to keep Pressing F7 Again-and-Again-and-again.... till you you get '0 Failed' Message below. Because many Projects have dependencies which are not satisfied immediately, so it is necessary to keep compiling with 'F7' till all are satisfied.
Download wxWidgets. I downloaded the .7-Zip File (only 12 MB ! ), and installed it at C:\wxWidgets The Structure should be like so that you see the following Folders like C:\wxWidgets\lib and C:\wxWidgets\build etc etc...
Basically the process should be to go to C:\wxWidgets\build\msw , and open wx_vc9 Solution File for VC-2008, and convert it to VC-2010 when asked. Then Choose 'DLL-Release Win32' on Top, and Press F7. Wait for Compilation to take place and see the Message. Then keep Pressing F7 again and again till you get '0 Failed' Message below. Then you would want to Compile 'DLL-Debug' Release in the same manner.
The compiled DLL Files can then be found at C:\wxWidgets\lib\vc_dll. Now, To Add vc_dll Folder to your PATH, Right-Click on My-Computer -> Properties -> Advanced System Settings -> Environment-Variables -> User-Variables. Search for 'Path' -> 'Edit', and then Just Append ;C:\wxWidgets\lib\vc_dll to the End.
This makes running your compiled Application easier, as your .EXE can now easily find DLLs.
When you are packaging, then you obviously need to bundle specific Release-DLL'S along.
Then you can compile the Samples located at C:\wxWidgets\samples.
I just go to individual Project Folder, like for e.g. C:\wxWidgets\samples\drawing, and Open drawing_vc9 Project, then Convert it as Prompted, and then hit F7 to create Release Version. Now if you go inside C:\wxWidgets\samples\drawing\vc_mswudll\ Folder, you have your 'drawing.exe' ready-to-be-run !
Have fun !
Use the wx.dsw, took me a while to finally get it but it'll build fine after that. I also suggest using one of the sample projects such as 'minimal' as the base and just fix all the config paths to match what you want to build (as manually setting up I encountered issues).
If you already used the wx_vc9 (like you said you did) you are probably best off just deleting all of wx and restarting with it and using wx.dsw like I said above.

How is the Xcode "Copy Bundle Resources" build phase setenv PATH value derived?

On my MacBook Pro (running 10.6.2) an Xcode (3.2.1) project build is failing with the error:
copyplist failed with exit code 127
When I examine the build results I see that the copyplist script is reporting:
sh: plutil: command not found
Earlier in the build results for CopyPlistFile I see the line:
setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:Developer/usr/bin"
The plutil executable is actually located in /usr/bin
On my desktop machine with the same O/S and Xcode versions the project build succeeds and in the build results I can see that the PATH also has appended to it ":/usr/bin:/bin:/usr/sbin:/sbin"
How do I go about correcting the problem in Xcode on my MBP?
UPDATE
I originally discounted the SO question where is $PATH set in xcode?, but since someone else also referred me to that question I'm including my results using the suggestions found there.
1) On the working machine there is no ~/.MacOSX directory. On the machine with the error the value for the PATH key in the environment.plist file in that directory was empty. I removed both the file and the directory to no avail.
2) Since the script with the error comes from the "/Developer/Library/Xcode/Plug-ins/CoreBuildTasks.xcplugin/Contents/Resources" directory I presumed changing that file wasn't likely to be the appropriate correction.
3) The .profile on the machine with the error added two directories to the PATH that were not present in the PATH on the working machine. Since there was also a fifth directory in the PATH on both machines that wasn't reflected in the build results on the working machine I figured this wasn't likely to be the source of the problem, but I went ahead and made the .profiles match on both machines anyway. The build error did not go away.
4) There are no environment variables set for the executable.
Further suggestions?
Using full paths in your script would be the simplest way. Searching would be another where is $PATH set in xcode?

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