Bazel build air gapped - bazel

I try to build a project, with uses Bazel. On that machine there is no internet connection (Open Build System). So I have to download the needed packages before the build.
I tried to use "--repository_cache" and stored the downloaded files from an online instance there, but the air gapped system always trys to download the files.
Is there an other way to do this?

Related

How to deliver a desktop app of Kotlin multiplatform project?

I don't see in documentations. When I build a multiplatform compose project based on JVM, how can I deliver a desktop package or app so others can execute it easily?
==========
Update:
I specified the following in build.gradle.kts under desktop
compose.desktop {
application {
mainClass = "MainKt"
javaHome = System.getenv("JDK_18")
nativeDistributions {
targetFormats(TargetFormat.Dmg, TargetFormat.Msi, TargetFormat.Deb)
packageName = "MyApp"
packageVersion = "1.0.0"
}
}
}
Then running ./gradlew packageDeb (on Ubuntu) I got a .deb package, which I could install on Ubuntu and run. Very cool. (It looks there is no option building it from Intellij and I have to do it with gradlew)
Then I tried ./gradlew packageMsi, it came back very quickly saying build successful, but I get no .msi file generated. Do I have to build it from a Windows machine?
I haven't tried to build the dmg for Mac as it's advised to use XCode on the Mac to generate a signed version.
==============
Update 1:
So based on description of jPackage from Oracle:
Application packages must be built on the target platform. The system
used for packaging must contain the application, a JDK, and software
needed by the packaging tool.
To package your application for multiple platforms, you must run the
packaging tool on each platform. If you want more than one format for
a platform, you must run the tool once for each format.

How to build a Windows driver development kit 7 on 10

I am trying to build a Windows driver for a piece of hardware I am using. The build notes seem dated as they specify using DDK for Win7. I have Windows kit version 10. Are these the same thing just later version? The instructions then state to open a DDK command window environment then use "build -ceZ" in the dir where the files are located. Does v10 have this console and if so where can I find it? Thanks
https://learn.microsoft.com/en-us/windows-hardware/drivers/devtest/wdk-and-visual-studio-build-environment
"The Windows Driver Kit (WDK) 8.1 and WDK 8 introduced a major change
to the environment that you use to build a driver. The WDK no longer
uses Build.exe. The WDK build environment for drivers uses MSBuild.exe
and is fully integrated with the Visual Studio development
environment. This means that source files, makefile.inc, makefile.new
and other related build files present in the previous version of the
WDK are no longer used. The WDK now enables you to create, edit,
build, test, and deploy a driver through Visual Studio. The purpose of
this document is to provide information to help users familiar with
previous WDKs in getting started with the WDK 8.1 and WDK 8."
If you want to build the driver as is then you will need to install the Windows 7.1 DDK and build it using its tools.
https://en.wikipedia.org/wiki/Windows_Driver_Kit
https://www.microsoft.com/en-gb/download/details.aspx?id=11800
You are allowed to install different versions of the DDK on the same machine.
You might find it tricky to install DDK 7.1 on Windows 10 though, try and use this to get around any problem install.
https://stackoverflow.com/questions/32091593/cannot-install-windows-sdk-7-1-on-windows-10#:~:text=If%20you%20continue%20with%20Setup,187668%20and%20then%20rerun%20Setup.
Then it's just a case of "choosing the 7.1 ddk environment (32bit or 64bit)" so that it's tools are accessible/used when "building" your driver.
Look in your startmenu at "StartMenu -> Windows Driver Kits -> WDK XXXX -> Build Environments" to find a command prompt to open.
If you can't/don't want to install the DDK 7.1 and a WDK8+ version of your driver project isn't available then it may be possible to convert the driver from using the older "makefile" into new msbuild way of building, but might be fiddly.
https://community.osr.com/discussion/289475/build-exe-to-msbuild-exe-migration-advice
"If you go into VS you should be able to create a WDK driver project.
It will give you a solution with (I think) one C file filled with
everything necessary to make a driver which does nothing. But, most
importantly, it will generate an XML file that MSBuild will accept.
The XML format is not documented. After you have this XML file you
should be able to figure out how to add your files to it by hand, but
you could move the existing driver files to the project using the GUI.
That may be easiest."

How to build and deploy xamarin-evolve locally in android device

I'm brand new to xamarin world (as well as visual studio). I've forked xamarin-evolve app 1 and trying to build and deploy in my local android device.
In documentation, under "Mobile App" section, its mentioned:
Simply restore your NuGet packages and build the application.
As a beginner, I'm looking for a bit more explanation how to build and deploy this project locally in my android device. So that I can play with it.
I would truly appreciate any cooperation.
Thanks.
When you Open up src/XamarinEvolve.sln, do the dollowing steps :
Clean the project solution.
Delete the bin & obj folder in XamarinEvolve.Android, XamarinEvolve.iOS and XamarinEvolve.UWP.
Right click on your Project Solution, then click the Restore NuGet packages.
Deploy the XamarinEvolve.Android project in your device.
Effect.

Phonegap source control gotchas?

I'll be working in a team doing phonegap applications for the first time.
For a super simple boilerplate app shared by a team of 3, should I be including the entire project (i.e. all the directories):
app
--merges
--platforms
--plugins
--www
Having had user specific issues with conflicts which arise with iOS builds (and I'm assuming android builds), should I be adding the platforms directory in the .gitignore? Am I correct in assuming that all builds should be done by the user and not rely on someone else's phonegap build-ed versions of the app?
In my project we only commit the www folder and a windows batch file (We develop on Windows) that is the responsable for install automatically each plugin that the app needs.
When a new plugin is added, we add a new entry to that file.
When a new developer wants to make his developt enviroment with the app, him creates a new proyect and imports the www folder. After that, he runs the local build command and later runs the custom porject plugin file.

How do I run D3D9 programs (that have already been compiled) on a machine without the SDK?

I have a simple 3D application programmed in C++ and D3D9 using MSVC++ 2008 Express. Some weeks ago, I had to format my hard disk, so the DirectX SDK is not currently installed.
However, I found that the exe file that I found in my "Debug" folder for the project does not run. The error it gives is:
"This application has failed to start because d3dx9d_38.dll was not found. Re-installing the application may fix this problem."
Of course, it worked after I installed the SDK. Then I compiled a "release build" thinking that that was the solution. Then I uninstalled the SDK and tried to run the .exe file.
Still gave me the error.
So how does one make such .exe files run on machines without the SDK?
I think you cannot run the app without the SDK. See XBMC, which requires the SDK to run.
However, you could try simply placing the required dll file from your SDK in the same directory as the executable.
I followed the solution as stated here.
I copied the d3dx9_38.dll file into my Release folder. It still didn't work. However, I renamed the dll file to "d3dx9d_38.dll. Then it worked.
Wondering why I had to rename to the debug version of the file even though it was a RELEASE build...

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