I am building an electron app using angular and ffi-napi and ref-napi library which refers a 32bit DLL file written in C. The the application when run with the electron command, it runs smoothly and as expected.
When build with the builder, I am getting WIN32 error 1114.
Any help appreciated.
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I wrote a Win32 VCL application in Delphi 11.1 Alexandria, the application uses runtime packages that I also wrote myself. The application runs correctly on my development machine.
I'm now trying to remote debug this application. The remote debugger (paserver) is setup correctly on the second machine (windows 10).
When I try to run the application, the deployment process starts and copies runtime packages from c:\program files (x86)\embarcadero\studio\22.0\bin\ and C:\Users\Public\Documents\Embarcadero\Studio\22.0\Bpl\ but stops with the error:
[Error Error] Required local file "MSTools280.bpl" not found. Deployment failed.
MSTools is one of the custom built packages. In the build event I copy the bpl to C:\Users\Public\Documents\Embarcadero\Studio\22.0\Bpl\ so it should be visible to my local machine like the other runtime packages.
Both the packages and the application are compiled with Debug Information = True and Include remote debug symbols = True
I have tried to build a little test application without the custom packages and the remote debugging works correctly for that application.
What can I do to make this work correctly with my custom packages?
I am new to electron and trying to build a windows installer for the electron app using my mac. I am using electron-packager to package the app and then electron-wix-msi to build the installer. When the build installer steps are executed, the error Unable to read file info from exe. Falling back to packaging description. Error: spawn Unknown system error -86 is thrown. please see the full error message in the attached screenshot.
I would like to highlight that when I build an installer for macOS, it works. Should I understand that I can not build a windows installer using mac?
build_installer64.ts file:
You can't do that, you have to do this on the Windows platform.
I use GitHub Actions to build my app for each platform, code for Windows:
https://code.korbsstudio.com/KorbsStudio/electron-builder-sample/-/blob/main/.github/workflows/build.yml#L52-71
Optionally, you can also use a Windows virtual machine and repeat the same process in there.
Update, for those interested in doing this on Linux, building a EXE setup file seems to be possible. You'll need to have wine installed and use:
npx electron-builder build --win
I am currently working on a Universal Windows Platform (C++/Cx) in Visual Studio Enterprise 2019 16.10.3. Part of this project requires the use of OpenCV to generate an image. I implemented this in a C++ console application and was able to get it working perfectly. Using this tutorial as a guide, I downloaded and installed OpenCV 4.5.2 for Windows and configured it within my console application via the Visual Studio project properties.
Everything worked correctly until I moved the code into my UWP project. I copied the exact same settings for OpenCV from my console application into this UWP project, but when running it on Debug x64, I am receiving an "Unable to activate Windows Store app...'The target process aborted before activation completed." error when I try to run it. In the Debug console, it states that "A dependent dll was not found" but does not specify what DLL anywhere. If I run it on Debug x86, I get four LNK2019 errors that look like this, in addition to a warning about OpenCV being an x64 library but being ran in an x86 application:
unresolved external symbol "void __cdecl cv::error(int,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,char const *,char const *,int)" (?error#cv##YAXHABV?$basic_string#DU?$char_traits#D#std##V?$allocator#D#2##std##PBD1H#Z) referenced in function "public: class cv::Vec<unsigned char,3> & __thiscall cv::Mat::at<class cv::Vec<unsigned char,3> >(class cv::Point_<int>)" (??$at#V?$Vec#E$02#cv###Mat#cv##QAEAAV?$Vec#E$02#1#V?$Point_#H#1##Z)
In short, I am using the exact same code and project settings for OpenCV between the two projects, and it works in a console application but not a UWP application. I have tried to use an OpenCV package installed through NuGet instead, but it throws 11 errors similar to the one above. Does anyone know what may be wrong? Visual Studio is able to read the OpenCV library because the header files I am using appear under the External Dependencies folder in my Solution Explorer.
I am open to using a different method of OpenCV installation if that will work better, or even an alterative to OpenCV entirely if necessary.
Is it possible to compile a electron app into a standalone Windows EXE. So no dependency files required. Also pass command line arguments to it?
According to dart-lang/sdk:
Starting in 1.21, the Dart VM also supports application snapshots, which include all the parsed classes and compiled code generated during a training run of a program.
$ dart --snapshot=hello.dart.snapshot --snapshot-kind=app-jit hello.dart arguments-for-training
Hello, world!
$ dart hello.dart.snapshot arguments-for-use
Hello, world!
Now,how can i decompile this hello.dart.snapshot file to hello.dart?
In android Apk that written by java language we can decompile apk and get jar file from class.dex using dex2jar tools, but when application developed by flutter framework(written with dart)how can decompile this application and get application dart classes?
This image show snapshot files that generated in apk assets file.
In release mode, Flutter compiles the Dart code to machine code, currently only ARMv7 (this procedure is called AOT - Ahead-Of-Time compilation). Unlike native Android apps, in which the Java is compiled to byte-code named Smali, which can be (pretty easily) decompiled to Java back again.
Most of the machine code is compiled to the file "isolate_snapshot_instr", which is written in a special format, and the flutter engine (flutterlib.so, also found inside the app), loads it into the app memory in run time. Therefore, you have 2 reasonable options:
Reading the app code at runtime (the .text segment). You can use
frida dump for that, and extract the compiled Dart code that
you need
Pacthing/Using the Flutter engine in order to deserialize the machine code
If you have ipa (IOS app), that could be easier, because all of the code is found in App.Framework.