VCLua library fault to load - lua

I have downloaded VCLua library here. I created new file named program.lua and typed there code that is in tutorial:
require "vcl"
mainForm = VCL.Form("mainForm")
mainForm.Caption = "My first VCLua application"
mainForm._= { position="podesktopcenter", height=400, width=600}
mainForm.onclosequery = "onCloseQueryEventHandler"
function onCloseQueryEventHandler(Sender)
return true -- the form can be closed
end
mainMenu = VCL.MainMenu(mainForm,"mainMenu")
mainMenu:LoadFromTable({
{name="mmfile", caption="&File",
submenu={
{name="mmOpen", caption="Open...", onclick="onMenuOpenClick", shortcut="Ctrl+O"},
{caption="-",},
{caption="Exit", onclick="onMenuExitClick", shortcut="Alt+F4"},
}
},
{name="mmhelp", caption="&Help", RightJustify=true,
submenu = {
{caption="Help", shortcut="F1", checked=true},
{caption="-",},
}
}
})
mainMenu:Find("mmhelp"):Add("mmAbout")._= {caption="About", onclick="onMenuAboutClick", enabled=false}
function onMenuExitClick()
mainForm:Close()
end
mainToolbar = VCL.ToolBar(mainForm,"mainToolbar")
mainToolbar:LoadFromTable({
{name="mtbOpen", onclick="onMenuOpenClick"},
{name="mtbExit", onclick="onMenuExitClick"},
})
mainToolbar:Find("mtbOpen").enabled=false
mainForm:ShowModal()
mainForm:Free()
But when i want to run it (i have both vcl.dll and vcl.so files in directory where lua interpreter is), it writes lua: error loading module 'vcl' from file 'C:\Users\Admin\Desktop\Programs\lua\vcl.dll':. Stack trace dont say anything useful. So can anyone tell me, how to solve my problem?

Dynamic libraries for Lua are usually compiled against Lua DLLs; you may get this error in a case when the dynamic library can't find the Lua DLLs it's linked against. You can see why/how it fails using a tool like dependency walker, which can show you both what other DLLs your library depends on and also what run-time error you get when you load it (you can use "Profile" mode to see that).

Related

Dart plugin dynamic linking

I am having trouble utilising the libserialport.dart package. I have put a libserialport.so in the root of the project. When trying to run an application I get the following error:
Unhandled exception: Invalid argument(s): Failed to load dynamic library 'libserialport.so': libserialport.so: cannot open shared object file: No such file or directory
This tells me that the package is looking for the file somwhere else - but where?
The original library links the library this way, which results in it not finding the library:
LibSerialPort? _dylib;
LibSerialPort get dylib {
return _dylib ??= LibSerialPort(ffi.DynamicLibrary.open(
resolveDylibPath(
'serialport',
dartDefine: 'LIBSERIALPORT_PATH',
environmentVariable: 'LIBSERIALPORT_PATH',
),
));
}
If I replicate the plugin locally, but changing the linking as such, the library works as expected:
var libraryPath =
path.join(Directory.current.path, 'libserialport.so');
LibSerialPort? _dylib;
LibSerialPort get dylib {
return _dylib ??= LibSerialPort(ffi.DynamicLibrary.open(libraryPath));
}
The question is: where to put the .so file so it would work with the original verison? Where does resolveDylibPath() link to?
If possible I would like to avoid using my modified version as that brings license implications I am not entirely sure how to deal with.
Apparently the function looks for the path in the LIBSERIALPORT_PATH enviroment variable. Setting it to '.' made it work!
In the terminal:
export LIBSERIALPORT_PATH=.

Unmanaged C# calls to a static library

I'm using swig to generate C# wrappers for some C code base to be used from C#. When I run swig, it generates a wrapper c file that exposes all the functionality to the generated PInvoke C# file... For example:
// This is in KodLogic_wrap.c
SWIGEXPORT void SWIGSTDCALL CSharp_DMGameMode_timeLimit_set(void * jarg1, unsigned short jarg2) { ... }
// This is in KodLogicPInvoke.cs
[global::System.Runtime.InteropServices.DllImport("KodLogic", EntryPoint="CSharp_DMGameMode_timeLimit_set")]
This works great when I am building a dynamic library. However, I need to support iOS now, so I've prepared a static library, and passed in the -dllimport '__Internal' option to swig for that to work.
Unfortunately, I am getting linking errors such as:
"_DMGameMode_timeLimit_set", referenced from:
RegisterMonoModules() in RegisterMonoModules.o
(maybe you meant: _CSharp_DMGameMode_timeLimit_set)
Indeed, I did mean "CSharp_DMGameMode_timeLimit_set", but that's the point of the "entrypoint" argument?
So, since this error is thrown by the Xcode project Unity generated, I am not quite sure what's the source of the failure. Does it fail for static libraries? Is this something to be fixed on Unity side or swig side?
Update: After digging more into this, I think I have a slight idea of what's going on here..
The main issue seems to be from the AOT compiler, which tries to compile all the CS code to an ARM assembly. This seems to be required for iOS, so during Unity's AOT compilation, it generates a file RegisterMonoModules.cpp, which attempts to define access functions to the native code. RegisterMonoModules.cpp doesn't honor the entrypoint parameter, which causes undefined symbol errors to be thrown...
Still attempting to find a proper workaround.
The main issue seems to be from Unity, and not Swig nor Mono. As mentioned above, Unity performs AOT compilation that doesn't honor the entry point argument. This produces cpp code that calls the function name, not the entry point name..
I've confirmed this by switching the scripting backend to IL2cpp, and the entry point name was honored there.
Let's switch over to callbacks. Not exactly related to the question, but it definitely fits the context of Unity + Native plugins + iOS.
AFAIK, you can't have a managed method marshaled to native land on iOS using Mono 2x. I previously had to delete all the string callback and exception handlers from the swig generated files. Fortunately, IL2Cpp supports callbacks, after a little tweaking:
Add using AOT;
Decorate callbacks with [MonoPInvokeCallback(typeof(method_signature))]
You can use this script, just use it to process the generated swig files:
def process_csharp_callbacks(pinvoke_file):
"""Process PInvoke file by fixing the decorators for callback methods to use:
[MonoPInvokeCallback(typeof(method_signature))]
"""
# prepare requirements
with open(pinvoke_file) as f:
content = f.read()
callback_methods_regex = re.compile(r"( +)static (?:void|string) (?:SetPending|CreateString)\w*\([\s\w\,]+\)")
callback_decorator = "[MonoPInvokeCallback(typeof(ExceptionDelegate))]"
callback_arg_decorator = "[MonoPInvokeCallback(typeof(ExceptionArgumentDelegate))]"
callback_str_decorator = "[MonoPInvokeCallback(typeof(SWIGStringDelegate))]"
# add use AOT
content = content.replace("\n\n", "\nusing AOT;\n", 1)
# fix callback methods
def method_processor(match):
match_string = match.group()
indentation = match.captures(1)[0]
if match_string.find(",") != -1:
fix = callback_arg_decorator
elif match_string.find("static string") != -1:
fix = callback_str_decorator
else:
fix = callback_decorator
return indentation + fix + "\n" + match_string
content = callback_methods_regex.sub(method_processor, content)
# write it back
with open(pinvoke_file, "w+") as f:
f.write(content)
For anyone looking for help converting their generated swig CSharp PInvoke file to something mono 2x scripting backend will allow, stick this somewhere in your build process, after the CSharp files are generated:
pinvoke_template = """{extern_prefix} CSharp_{method_signature};
{normal_prefix} {method_signature} {{
{return_statement}CSharp_{method_name}({method_args});
}}"""
def process_csharp_wrapper(csharp_dir):
"""Reads the PINVOKE csharp file, and performs the following:
1. Remove EntryPoint="xxx" from the decorators
2. Make the methods match their native counterpart name
3. Add a C# method with the original name, for compatability
"""
# prepare requirements
pinvoke_file = os.path.join(csharp_dir, "KodLogicPINVOKE.cs")
with open(pinvoke_file) as f:
content = f.read()
decorator_regex = re.compile(r', EntryPoint=".*?"')
method_regex = re.compile(r"(public static extern \w+[\w:\.]+)\s(([^S]\w+)\((?:([\w:\. ]+)\,?)*\));")
# fix decorators
content = decorator_regex.sub("", content)
# fix method definitions
def method_processor(match):
extern_prefix = match.captures(1)[0]
return pinvoke_template.format(
extern_prefix=extern_prefix,
normal_prefix=extern_prefix.replace("extern ", ""),
method_signature=match.captures(2)[0],
return_statement=("return " if extern_prefix.find("void") == -1 else ""),
method_name=match.captures(3)[0],
method_args=", ".join(map(lambda s: s.strip().split()[1], match.captures(4)))
)
content = method_regex.sub(method_processor, content)
# write it back
with open(pinvoke_file, "w+") as f:
f.write(content)

CKEditor image dialog is failed

I worked with CKEditor on my .Net Mvc4 project. On localhost all works well, but after publishing project to server is not initialising:
"Uncaught TypeError: Cannot set property 'dir' of undefined"
I fixed this by adding code line before editor initialization:
CKEDITOR.basePath = '//some url/ckeditor/'
After that, the ckeditor is working but refusing to open image upload dialog:
error in ckeditor plugins image.js
Uncaught Error: [CKEDITOR.dialog.openDialog] Dialog "image" failed when loading definition.
There is no any changes in my ckeditor folder. The version is: 4.4.5
Any solutions please?
Check the "Network" tab in your browser for HTTP 404 errors. It looks like the file that contains Image Dialog definition is not available. Either it is not present (e.g. has been accidentally removed) or you have some weird url rewrite issues.
Check in your CKEDITOR.basePath plugins folder image plugin is in there, if not then add it and wala working like a charm ! hope it helps !
Issue
You are getting the error from only including the ckeditor.js (or ckeditor4.js since 4.13) file on server, with this error becoming raised when CKE attempts to load other features such as plugins and languages but cannot find these files in the basepath folder. You can confirm this from the network tab in browser devtools, as CKE attempts to load features, then cannot find them.
Option 1: Link to a CDN Bundle
CKE offers 3 primary bundles (basic, standard, full) which offer a choice between features and page load. More info here.
Option 2: Include Necessary Files
Make the extra files available on your server.
Here's a gulp task which bundles everything from the ckeditor node module folder (excluding the sample).
gulp.task("copy-ckeditor", function () {
// Check and copy languages in config.ckEditorLanguages
var isIncluded = function(path) {
var found = false,
lang = path.split('lang')[1];
if (lang) {
for (var i in config.ckEditorLanguages) {
if (lang.indexOf(config.ckEditorLanguages[i]) != -1) {
found = true;
}
}
}
return found;
},
copyFile = function(stream) {
stream.pipe(gulp.dest(config.buildPath.js + "lib/ckeditor"));
};
return gulp.src([
"node_modules/ckeditor/**/*.*",
"!node_modules/ckeditor/samples",
"!node_modules/ckeditor/samples/**/*"
])
.pipe(foreach(function(stream, file){
if (file.path.indexOf("lang") != -1) {
if (isIncluded(file.path)) {
copyFile(stream);
}
} else {
copyFile(stream);
}
return stream;
}));
});
Option 3: Build and Host Your Own Custom Bundle
If you want to use a single file load, you can use the CKE4 Builder allowing you to customise built-in plugins.

"document" in mozilla extension js modules?

I am building Firefox extension, that creates single XMPP chat connection, that can be accessed from all tabs and windows, so I figured, that only way to to this, is to create connection in javascript module and include it on every browser window. Correct me if I am wrong...
EDIT: I am building traditional extension with xul overlays, not using sdk, and talking about those modules: https://developer.mozilla.org/en-US/docs/Mozilla/JavaScript_code_modules
So I copied Strophe.js into js module. Strophe.js uses code like this:
/*_Private_ function that creates a dummy XML DOM document to serve as
* an element and text node generator.
*/
[---]
if (document.implementation.createDocument === undefined) {
doc = this._getIEXmlDom();
doc.appendChild(doc.createElement('strophe'));
} else {
doc = document.implementation
.createDocument('jabber:client', 'strophe', null);
}
and later uses doc.createElement() to create xml(or html?) nodes.
All worked fine, but in module I got error "Error: ReferenceError: document is not defined".
How to get around this?
(Larger piece of exact code: http://pastebin.com/R64gYiKC )
Use the hiddenDOMwindow
Cu.import("resource://gre/modules/Services.jsm");
var doc = Services.appShell.hiddenDOMWindow.document;
It sounds like you might not be correctly attaching your content script to the worker page. Make sure that you're using something like tabs.attach() to attach one or more content scripts to the worker page (see documentation here).
Otherwise you may need to wait for the DOM to load, waiting for the entire page to load
window.onload = function ()
{
Javascript code goes here
}
Should take at least diagnose that issue (even if the above isn't the best method to use in production). But if I had to wager, I'd say that you're not attaching the content script.

Is there a DXL API to get the reference count of opened modules?

The "Manage Open Modules" dialog of DOORS 8.3 lists all open modules, their mode, if visible, etc. and the number of references. I want to use that reference count to decide if my script can securely close the module and to avoid closing if it is currently in use. I'm not sure what the "References" column displays exactly. I didn't find a description of it in the help or corresponding informations on the internet. Does anybody know if there is some undocumented DXL API which gives me access to that information?
Edit: I found the function refcount_ which returns an integer. But I have no idea what the return value means.
It looks like References refers to the number of open modules currently referencing that module. For example: when you open a module that has links, DOORS also opens in the background all of the Link Modules that the links use. So if I open a document that has links through LINKMOD_A, LINKMOD_A will show 1 reference. If I then open another document that has links through that same LINKMOD_A the number of references will increase to 2. I do not see the number of references ever higher than 1 on a Formal Module. Try this on some of your modules and see when you get more than one reference on a link module, then run your refcount_ function against that link module and see if you get the same number. I am not sure if that is the function you are looking for but it is certainly possible. Good Luck!
I assume your script is opening the modules, so all you need to do is check if it is already open first.
string sModuleFullName = "/Some/Module/Path"
Module oModule = module(sModuleFullName)
bool bClose = null(oModule)
if(null(oModule)) {
oModule = read(sModuleFullName, true,true)
}
// do stuff
if(bClose) {
close(oModule)
}
Edit:
Alternative method for closing modules opened by triggers, attribute or layout dxl
// Save currently open Modules to a Skip
Skip oOpenModulesSkip = createString()
Module oModule
for oModule in database do {
put(oOpenModulesSkip, fullName(oModule), fullName(oModule))
}
// do stuff
// Close Modules not in the Skip
for oModule in database do {
if(!find(oOpenModulesSkip, fullName(oModule))) {
close(oModule, false)
}
}
delete(oOpenModulesSkip)

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