Building OpenWrt with ImageBuilder offline - openwrt

I'm having a Carambola2 developer Board and building a firmware with the ImageBuilder from OpenWrt. This works great. But I would like to build the firmware when I'm offline. Because by default it tries to download data from 8devices.com. When I'm offline it compiles well but it's slow because it tries to access the internet. Any sugestions?

Image builder will need internet, or otherwise you download all packages which you need and save it to "dl" folder or you can build it offline you can try building openwrt using source code. You can check this link
for building image using source code.

The only solution I have found is the following:
Step 1: Remove the rm-command for DL_DIR in the clean target of the Makefile.
Step 2: Add pkg.8devices.com to hosts.deny file.
So you will need an internet connection only the first time and every time you want to add a new package.
I think it's not a clean solution, but it works for me.

Related

Cordova plugin that allow users to browse files and upload the selected files (iOS)

Is there a plugin Cordova that allow users to browse files, pick a file and upload it on iOS? I found only 3 plugins: File Opener 2 plugin, Cordova plugin file and File Transfer plugin but they do not meet my need.
Did anyone do that ?
iOS
Quote from Mike Harrington (Ionic Developer Advocate)
For iOS, you sadly don't have a file browser/chooser.
Not going to be possible sadly.
source
But (same source) according to a user on the same forum
Apparently there's this one, haven't tried it and sadly it's only for
iOS8 (and higher?):
FilePicker-PhoneGap-iOS-Plugin
Anyway I suppose that if you understand the physical file system
structure of iOS and you have the time then you could always build a
UI yourself using the Cordova File plugin. Don't know about iCloud and
so on though.
By the way, I tried Cordova-filechooser and it worked perfectly.
The other one seems more
complicated to set up and gave me build errors on my initial attempt,
so I went with the other one.
Android
Using the cordova-filechooser plugin in combination with the File Transfer will probably resolve your issue.
Image taken from cordova-filechooser's git repo
Use this to select your files. Use File Transfer to transfer them.

How can you permanently change iOS app configuration in Meteor Cordova?

Every time I meteor build, I have to open XCode and do the following:
remove and add an item from "Link Binary With Libraries" (Facebook SDK)
add a URL Type (custom URL scheme for my app)
add a "Required device capabilities" to "Custom iOS Target Properties"
How can I edit my Meteor project to have these steps done automatically, and to auto add things to AndroidManifest.xml?
In some way use mobile-config.js or cordova-build-override?
I'm happy to see another guy who is trying to build a hybrid application using Meteor / extending a Meteor Cordova iOS app, since I'm facing the very same issues. So I'm very happy to share my experiences and approaches with you. :-)
So far, I ended up with the following approach:
I created a base template for my iOS app using meteor build (not meteor run ios-device, since I did not know if Meteor does some optimizations for production code).
Then, I copied the whole Xcode project under /platforms/ios to another loaction and used this new project as my "master" project from then on. This project is being enriched with native code, e.g. it also includes the Cocoa Pods I'm needing.
Of course, I also did not want to copy files each and every time I trigger a new Meteor build. At least, I would like to have the Staging/www folder updated, as this is happening quite frequently.
So my first (rather naive) approach was
delete the Staging/www folder in the master project
replace it with a relative link (using Xcode's linking functionality) to the Staging/www folder inside the .meteor/local/.../ios/ project
This approach did not work, since the shell script used in the Meteor Xcode project can't handle these links.
My second approach is to create a symlink on the filesystem level instead. This works as it should, and I'm able to build the project in Xcode as it should.
I could have followed the same approach for the Cordova plugins folder, but I've decided to replace the plugins manually in order to get a better control over them, even it means a bit more effort then.
Having the symlink in place also means that Xcode's version management (and also SVN which I am using for everything) will ignore everything below Staging/www, which is good in my opinion, because I'm already versioning the webapp code in the Meteor project itself.
BTW: I've started a discussion thread on hybrid mobile app on the Meteor forums as well, but so far it did not get too much attraction:
https://forums.meteor.com/t/building-a-hybrid-meteor-cordova-app-share-experiences/8212
Maybe we could follow up on Meteor-specific things there, to have the Meteor community participate in the discussion?
EDIT: I would also like to share an approach that failed completely, at least for me, maybe I was too dumb... Before I used Meteor's Xcode template as the starting point, I also tried it "the other way round", i.e. I started with my already existing Xcode app project and tried to include Meteor's / Cordova's part by hand. Using this approach, I never managed to set everything up correctly. I had lots of troubles and also had to tweak a lot of the compiler / linker flags to even get the code compiling. This grew me a lot of gray hairs. But even after I managed to get everything to compile, Meteor hang during startup - and I never figured out why.
One remaining problem I'm still facing is that Meteor's hot code push functionality seems to have some severe issues on iOS, that are also documented as GitHub issues. It can happen that the iOS app gets completely broken and needs to be reinstalled. I tried the mdg:reload-on-resume package, but this did not work as it should and made things even worse. As far as I can tell from the GitHub discussions, one should better disable hot code push until the Meteor team has addressed these issues. Breaking the app completely due to code pushes is not what my users would expect.
Unfortunately plist values (and assumably AndroidManifest.xml as well) can only be changed by a plugin:
Add entry to iOS .plist file via Cordova config.xml

IOS Broadcast Framework

Can someone point me in the right direction to find the tools to be able to build a really simple broadcasting app on ios.
I am looking to mimic what has been done here.
Been googling around for a while now and can't really find anything to get me started.
Found this:
http://olobonsoft.com/products
Can anyone help or tried to do something similar?
Never try but I know this project (for cine.io) on Github, check source code of project, probably will be not different that what you're looking for.
Example app : https://github.com/cine-io/cineio-broadcast-ios-example-app
Sample iOS application to demonstrate broadcasting and playback using
the cine.io Broadcast iOS SDK.
How to Use
Clone the repository. Create a cineio-settings.plist file based on the
SAMPLE-cineio- settings.plist file. You'll need to create a (free)
account at cine.io. Change into the Example directory: cd Example
Install the necessary CocoaPods: pod install Build and run the project
as you usually would, making sure to use the .xcworkspace file and not
the .xcproject file when building using xcodebuild or when opening
with Xcode.
project : https://github.com/cine-io/cineio-broadcast-ios

ARToolkit DSVLD.dll error

I have followed the tutorial here: http://www.hitl.washington.edu/artoolkit/documentation/devstartup.htm
When I try to compile the program, it will compile but the output window will tell me:
DSVLd.dll(tid 774c) 42818982 : Could not access module key
DSVLd.dll(tid 774c) 42818982 : Could not access GLOBAL module key
And then the program will quit.
I have been able to setup the toolkit according to the instructions and was able to run the sample programs just fine. I am not sure whether or not there is some setup steps I missed or need to configure if I am creating this project from scratch.
I am currently running 64-bit Windows 7.
Any help would be much appreciated!
I have a similar debug output when my program is running a linked library using MS directshow (debug version). It seems the debug system is looking for Windows registry keys. But it should not be the reason for a program quitting, at least mine works unaffected.
I solved it just now. Just copy the two files (data and Wrl) from ARToolKit\bin\data and ARToolKit\bin\Wrl to the directory debug under you own project folder, not just copy to your project folder.

Is it possible to use MJSIP api with Blackberry?

I am trying to develop an VOIP application for blackberry,after a long surf i came
to know about mjsip api.But i have a doubt that is it possible to use this api
with blackberry development to create VOIP application.Please anyone knows the answer
help me.
Thanks, it's a nice project you found there! There is an J2ME version MjSipME, and the only thing I can say now for sure is that it compiles with Blackberry without any errors.
UPDATE You right, there are missunderstanding with packages/folders structure.
Steps to compile:
download mjsip2me_1.6.zip
create blackberry project (I've used components 4.6)
in project src folder create such structure:
alt text http://img691.imageshack.us/img691/9311/structure.jpg
extract mjsip2me_1.6.zip, copy files and folders:
from mjsip2me_1.6\src\org\zoolu\ to project\src\org\zoolu\
from mjsip2me_1.6\src\j2me\local\ to project\src\local
from mjsip2me_1.6\src\j2me\microtools\ to project\src\org\zoolu\microtools
from mjsip2me_1.6\src\j2me\net\ to project\src\org\zoolu\net
copy mjsip2me_1.6\src\j2me\ExceptionPrinter.java into project\src\org\zoolu\tools
copy mjsip2me_1.6\src\j2me\RotatingLog.java into project\src\org\zoolu\tools
refresh your project, clean and build
It's j2me midlet so don't expect it will start on bb device, but at least it compiles.

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