Using ZMQ on iOS - ios

I am trying to build an iOS app that is exposed to a fairly extensive Rust project, but I am having issues with one of the dependencies in the project. The Rust project has a ZMQ dependency, and while I am able to build the project on my Mac, when I try to incorporate the Rust project I get the following error:
error: failed to run custom build command for `zmq-sys v0.8.3`
Caused by:
process didn't exit successfully: `/Users/lisa/company/project/project_detail/target/debug/build/zmq-sys-16dfc88dff84d855/build-script-build` (exit status: 101)
--- stdout
cargo:rerun-if-env-changed=LIBZMQ_NO_PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_ALLOW_CROSS
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS
cargo:rerun-if-env-changed=PKG_CONFIG_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_SYSROOT_DIR
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR
--- stderr
thread 'main' panicked at 'Unable to locate libzmq:
pkg-config has not been configured to support cross-compilation.
Install a sysroot for the target platform and configure it via
PKG_CONFIG_SYSROOT_DIR and PKG_CONFIG_PATH, or install a
cross-compiling wrapper for pkg-config and set it via
PKG_CONFIG environment variable.', /Users/lisa/.cargo/registry/src/github.com-1ecc6299db9ec823/zmq-sys-0.8.3/build.rs:31:17
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
warning: build failed, waiting for other jobs to finish...
I am trying to build the appropriate library for the iOS and iOS simulator architectures without relying on pkg-config, but if someone can provide useful instructions for configuring pkg-config for cross-compilation, I am not opposed to it, I just don't know how and can't find any up to date resources.
I have cloned the libzmq project from this github: https://github.com/zeromq/libzmq.git, then navigate into libzmq.
Inside libzmq, I run ./autogen.sh followed by ./configure --prefix [directory location] --target "aarch64-apple-ios", then make and make install.
The above procedure without the --target flag is how I got the project to compile on my Mac in the first place, and with the target flag in place make and make install both complete successfully, but when I try to build the project using PROJECT_DIR="${PWD}/ProjectName" ./ProjectName/build-rust.sh,
I get the previously posted error.
I am following the Swift-Bridge Book (https://chinedufn.github.io/swift-bridge/building/xcode-and-cargo/index.html) to try to load the Rust libraries into Xcode.
One thing to note: In the libzmq git hub, there is a folder called builds/ios/ and inside this folder is what looks to be a build file for all of the iOS archs, but I haven't been able to get the repo to build with that file. I think figuring out how to use the build_ios.sh build file as opposed to the standard build.sh provided might be the answer, but I've tried dropping build_ios.sh where build.sh is, and ./autogen.sh doesn't work, because it complains that it can't find configure.ac, even though this file does exist.

Related

Espressif tool chain broken after macOS Monterey 12.3 beta 3 install

After Monterey 12.3 beta 2 installed, the Espressif tool chain is broken. If you compile with platformIO you'll get the following error:
^
Linking .pio/build/esp32dev/firmware.elf
/Users/stephanedeluca/.platformio/packages/toolchain-xtensa32/bin/../lib/gcc/xtensa-esp32-elf/5.2.0/../../../../xtensa-esp32-elf/bin/ld: /Users/stephanedeluca/.platformio/packages/toolchain-xtensa32/bin/../libexec/gcc/xtensa-esp32-elf/5.2.0/liblto_plugin.so: error loading plugin: dlopen(/Users/stephanedeluca/.platformio/packages/toolchain-xtensa32/bin/../libexec/gcc/xtensa-esp32-elf/5.2.0/liblto_plugin.so, 0x0002): Library not loaded: /opt/osxcross/target/bin/../x86_64-apple-darwin12/lib/libstdc++.6.dylib
Referenced from: /Users/stephanedeluca/.platformio/packages/toolchain-xtensa32/libexec/gcc/xtensa-esp32-elf/5.2.0/liblto_plugin.0.so
Reason: tried: '/opt/osxcross/target/bin/../x86_64-apple-darwin12/lib/libstdc++.6.dylib' (no such file)
collect2: error: ld returned 1 exit status
*** [.pio/build/esp32dev/firmware.elf] Error 1
Looking at my Mac, there is no /opt/osxcross.
I have searched on another Mac with the beta 1 where the tool chain was still working the presence of the folder, and guess what?! there's none!
Any idea what as actually broken by the beta?
Finally, here is a work around: we are going to provide the missing /opt/osxcross folder and contents.
If you do not have gcc installed (this should be unlikely though, install gcc to get the folder content, as follows:
$ brew install gcc
Create the missing /opt/osxcross folder as follows:
$ sudo mkdir -p /opt/osxcross/target/bin/../x86_64-apple-darwin12/lib/
Note that you'll be prompted for your password.
And, finally, copy the folder contents from the gcc build as follows:
$ sudo cp /usr/local/Cellar/gcc/11.2.0_3/lib/gcc/11/libstdc++.6.dylib /opt/osxcross/target/x86_64-apple-darwin12/lib/libstdc++.6.dylib
This completes the fix.
You must restart vscode, Arduino IDE or whatever tool you use. And then build your project, which should compile successfully.
And voila.

MediaPipe AAR File Generation

I am new to MediaPipe Framework. I went through their documentation setup and installation guide for opencv#3, bazel, homebrew. I did everything and I'm also able compile and execute their Hello World CPP file.
Now I want to generate AAR file of face_detection. Again I followed each and every step mentioned in their guide, but now I am stuck at a point where local repository of opencv#3 is not able to fetch.
I am working in MacOS Catalina -v 10.15.7
ERROR: /Users/rajeevkumar/Desktop/Android/mediapipe/third_party/BUILD:178:6: //third_party:opencv_binary depends on #macos_opencv//:opencv in repository #macos_opencv which failed to fetch. no such package '#macos_opencv//': The repository's path is "/usr/local/opt/opencv#3" (absolute: "/usr/local/opt/opencv#3") but this directory does not exist.
ERROR: Analysis of target '//mediapipe/examples/android/src/java/com/google/mediapipe/apps/aar_example:mp_face_detection_aar' failed; build aborted: Analysis failed
It seems you don't have opencv installed.
did you try running
https://github.com/google/mediapipe/blob/master/setup_opencv.sh
if you didn't, open terminal,go to mediapipe directory and use
./setup_opencv.sh
to install opencv and add necessary path to your WORKSPACE file.

Error installing llvm and clang from source in Linux

I am trying to install clang from source following the instructions as given in http://clang.llvm.org/get_started.html ( Steps 1-4 and 7) in Ubuntu 14.04
Inside the build directory , I ran make which succeeded. I wasn't sure what to do after that , so I ran make install inside the build directory, following which I got this cmake error:
There is no executable named clang in /build/bin folder anyway, but I can find others like clang-check, clang-query, etc. What's going wrong?
PS: My main requirment is to experiment with alpha security checkers of clang analyzer and also write my own checker later.

How do I compile libffi for iOS & macOS?

I'm trying to use libffi in one of my projects, but I can't seem to compile for iOS (or macOS, for that matter). Here is one of the various errors I've encountered while building for the iOS Simulator:
bash: src/arm/gentramp.sh: No such file or directory
Update 1: Since the question remains unanswered, I've decided to open an issue at the official repository as well.
Update 2: Question has been answered and the issue has been closed!
If you check the repository you will see that the file you require was deleted in this commit. You can find the last version of this file here.
generate-darwin-source-and-headers.py and the libffi.xcodeproj need to be updated to include all currently relevant source files.
The gentramp.sh script is not needed anymore and the current upstream xcodeproj is not up to date either with compilation settings and to be included source files for 64-bit on iOS. A patched fork can be found at https://github.com/ksjogo/libffi
sh autogen.sh
python generate-darwin-source-and-headers.py --only-ios
open libffi.xcodeproj
select scheme libffi-iOS and device Generic iOS Device
click "Product - Build"
If success, you would see a "Product/libffi.a" in the side bar, you can right click it to get the lib in the finder.
Please make sure you are following the installing libffi instructions released on the TBD or git project: https://github.com/libffi/libffi
Here some of the main Highlights:
First you must configure the distribution for your particular
system. Go to the directory you wish to build libffi in and run the
"configure" program found in the root directory of the libffi source
distribution.
If you're building libffi directly from version control, configure won't
exist yet; run ./autogen.sh first.
You may want to tell configure where to install the libffi library and
header files. To do that, use the --prefix configure switch. Libffi
will install under /usr/local by default.
If you want to enable extra run-time debugging checks use the the
--enable-debug configure switch. This is useful when your program dies
mysteriously while using libffi.
Another useful configure switch is --enable-purify-safety. Using this
will add some extra code which will suppress certain warnings when you
are using Purify with libffi. Only use this switch when using
Purify, as it will slow down the library.
For iOS builds, the 'libffi.xcodeproj' Xcode project is available.
Configure has many other options. Use "configure --help" to see them all.
Once configure has finished, type "make". Note that you must be using
GNU make. You can ftp GNU make from ftp.gnu.org:/pub/gnu/make .
To ensure that libffi is working as advertised, type "make check".
This will require that you have DejaGNU installed.
To install the library and header files, type "make install".
Alternatively, try merging one of the following git projects to your project in order to include the missing files. Please make sure the files are not outdated before merging.
1 https://github.com/pandamonia/libffi-iOS
2 https://github.com/influitive/libffi-iOS
3 https://github.com/landonf/libffi-ios

How to obfuscate code using Polidea's iOS Class Guard?

Can any one tell me the steps to implement Polidea's iOS Class Guard in iOS project. I have gone through the following github link:
https://github.com/Polidea/ios-class-guard
I also gone through sample project. I only find a obfuscate_project file in it. How can I test after implementing this?
4.1.1.1. Installation
Execute this simple bash script in Terminal. When asked for the password, enter your account. It's needed because the utility is installed in /usr/local/bin.
$ brew install https://raw.githubusercontent.com/Polidea/homebrew/ios-class-guard/Library/Formula/ios-class-guard.rb
To install bleeding edge version:
$ brew install --HEAD https://raw.githubusercontent.com/Polidea/homebrew/ios-class-guard/Library/Formula/ios-class-guard.rb
4.1.1.2. How to use it?
A few steps are required to integrate iOS Class Guard in a project.
Download obfuscate_project into your project root path.
$ chmod +x obfuscate_project
Update the project file, scheme and configuration name in shell script obfuscate_project.sh .
Do
$ ./obfuscate_project
every time when you want to obfuscate your project. It should be done every release. Store the json file containing symbol mapping so you can get the original symbol names in case of a crash. **Rename stored json file with release version number. **
Build, test and archive your project using Xcode or other tools.
The presented way is the simplest one. You can also add an additional target that will automatically regenerate the symbols map during compilation.
ios-class-guard will be called by shell script obfuscate_project.
============Unfortunately =============
In XCode 7.0 enviorment, we can't finish obfuscating without errors.

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