I am receiving an "Error 1" when using particle io relay - I am using the same exact firmware found here: https://github.com/spark/relayshield. What do I need to change?
1_Blink_a_Relay.cpp:2:37: fatal error: RelayShield/RelayShield.h: No such file or directory
#include "RelayShield/RelayShield.h"
It looks like your code can't find the library you're trying to import. Often (and especially when adapting Arduino code for Particle), the folder name for a library needs to be removed. Try #include "RelayShield.h instead.
If that doesn't work, please provide a little more information, such as your development environment. (Are you using Particle's web-based IDE? Did you import the library from there?)
Cheers!
If you are using the web ide, the one at build.particle.io, then you have to include the library. You have to go to the fifth item on the left menu bar, after flash, compile, save, and code. It should say library, and looks like a bookmark. Click on that. It will pop out a view. Scroll down until you see the Community Library search bar. And search for RelayShield. It will show you the "RELAYSHIELD", which currently is used by 520 people (or something like that). Click on that, and it will open the library. Scroll down on the left side (the one that pops up) until you see the button "Include in App". Click on that, and select your app. After you click on that, it will bring up your app. Then scroll down on that popped out view, until you see "Add to this App". Just click on this button, and then it will include that library in your project.
For Particle Dev on Desktop, it is a lot harder. If you are using Particle Dev, please reply, and I will give you the solution for that. It is very hard to manage libraries with Particle Dev. However, if you want to use the Serial Monitor while using the Particle Build on the internet, what you can do is that you do the regular serial commands on the Particle Build (build.particle.io), and open the Serial monitor on Particle Dev after also connecting to your Particle photon
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I need help with an explanation, here there is a routine process in the browser due to a mouse click, you need to insert the name of the csv file in the search, then click on a special button, then import and import it, search by search already from a folder on the desktop, for example, and so need 1500 files, takes 40 hours. I want to automate this process, but due to Swift, maybe there are analogues, I know - "ZennoPoster" is only one of them, but I want to do it in Xcode and Swift as the first project and experience! So I ask the specialists for help, how can this be realized !?
I am trying to use stripes UI example in my person swift project. I have tried to drag and drop the desired files inside of my project and update my headers and compile sources but I am still getting hit with errors I will leave screenshots below,
and most importantly, I am getting
I was wondering if someone has previously used Stripes BECS example UI in their own personal project and had any idea on why these issues would be popping up.
You need to install Stripe per the documentation, you can't just drag and drop files in to your project: https://stripe.com/docs/mobile/ios/basic#client-side
I'd recommend you try doing a basic example integration in a new project to figure out how the bits work, and then make use of those learnings to integrate it into your application.
I tried to update Android Studio to 3.0 but got some crazy error, so I uninstalled AS and installed AS 3.0, but now when I try to open a file, I get an "SDK path not specified" error and nothing I select is accepted.
I cannot find any file called "android-sdk" or something similar, which is what most of the other solutions on Stack Overflow suggest selecting.
How do I fix this?
Right now I'm trying this, but no clue if it will help:
1. I went to File -> Settings -> System Settings -> Android SDK
2. I specified C:\ProgramFiles\Android and it's installing.
UPDATE: This more or less worked. I had to install a million updates afterwards, but it solved the problem.
This is halfway there. I found going through the File -> Settings tree that even though I hadn't selected NDK (Native) options, the folder names must not contain spaces. I created an Android/SDK folder tree on a spare drive all its own to alleviate this concern by AS.
Then without a space in the name, I was able to choose SDKs to download, and so it has begun.
Your question and self-confirmation of a work around got me there after I, myself was looking for a couple weeks. Thanks
This is the MOP (Method of Procedure) for this:
Took me a while to figure this out as the documentation is not clear on this at all. Cancel the dialogue box asking for the Android SDK path and do the following:
Open Android Studio IDE. Find the down arrow icon, should be second last icon in the toolbar. Click that. You will see a path for Android SDK Location:. Click the edit link to the right of that. This will bring up the SDK Components Screen. If you can check the boxes there, check them. They may already be checked or they may be disabled. You can leave the path as is, for me its:
C:\Users\<user name>\AppData\Local\Android\Sdk
Depending on whether you had Android Studio before it may say it has detected a previous version and it will only download the components it needs. This is normal. Now click the NEXT button. A confirmation screen will come up with Setup Type and SDK Folder. If you want to change your SDK Folder this is your last chance, if not, click NEXT again.
It may bring up a Terms & Conditions screen, click the Accept radio button then NEXT. It will go and download the Android base SDK. When it's completed click FINISH.
You will then be taken to the Platforms screen where you can select which Android platforms you want to support. ie, Android 9.0 (Pie), Android 8.1 (Oreo). Select all the platforms you need then click APPLY.
The downloader will grab all those packages for you. Next, click the SDK Tools tab. Check the boxes of the tools you want and click APPLY. It may bring up a Terms & Conditions screen again, click the Accept radio button then NEXT. When completed just click FINISH and you're good to go.
I try to add UI test cases to our existing mac application. I already tried UI test cases for iOS, which includes the following steps
I choosed Appium instead of Apple's UIAutomator, because I want to maintain the same flow for our Android apps too.
To proceed the automation, I need to set Labels/Values/Identifiers to the elements. So that they can be accessible. We used drawRect method in most parts, so I followed this post to make drawed components accessible.
I can set/read elements in iOS. What I did is, whenever I draw an element, I simply created an UIAccessibilityElement and added in the corresponding view.
Now, I'm trying to write UI tests for our mac application. As Appium does not have support to the mac application, I considered to use Apple's XCTest UI recording/playback to automate my mac application.
Here is the steps that I took:
NSAccessibility is the class that provides accessibility to the mac application
With XCTest, If I knew a particular elements (say a button) identifier/label, I can proceed with automated tap action
Unlike UIAccessibility, NSAccessibility is a role based object. That is, we need to mention which type of accessibility element that we are going to define.
To start the automation process, I took my mac applications left panel, which has five buttons aligned vertically in it
I set identifiers to those buttons. Then I opened Accessibility Inspector and opened my mac app. The values are properly set.
Then I tried to use record option in XCTest. When tapping the button, crashes the app with the error
"Recorder Service Error: Left Mouse Down: Failed to find matching
element".
I posted about it here.
Questions:
Can someone suggest me the right path to automate mac application? Am I going in the right way?
I googled a lot to see a working sample code about how to implement NSAccessibility. But I can not found anything. Can someone share any useful links/samples?
All I need is, to get elements by identifier/label. Accessibility Inspector shows the right value where as XCTest can not read the identifiers. Did anyone face this issue?
Thanks in Advance
At my job, I was tasked with making a prototype of a new audio device. The heart of the prototype will be an Analog Devices, Inc. Ez-Board with a SHARC 21469 chip.
Using VisualDSP++ 5.0, I wrote the necessary software in C, and it runs perfectly now. But I only know how to download the program into RAM using VisualDSP++ and the JTAG emulator.
I have been trying to figure out how to program the flash memory on the Ez-Board so that any time the board powers up, it will run my C program. How does that work?
I figured this out.
First, in VisualDSP++, under the "Tools" menu, there is a nice GUI for programming flash memory. However, different hardware platforms need different code to do the flash programming, so the GUI is designed to take a "plugin" program that will do the actual flash programming. The Analog Devices Inc. term for this plugin is a "driver". So, before you do anything else, you need to set the correct plugin for flash programming; you do this on the first "tab" of the flash programmer tabbed dialog (the "Driver" tab). Choose the correct driver .dxe file and click on the "Load" button.
Since I am using the 21469 Ez-Board, the "plugin" is available from the sample code for that board. Here is the full pathname of the driver file:
c:\Program Files\Analog Devices\VisualDSP 5.0\214xx\Examples\ADSP-21469 EZ-Board\Flash Programmer\Parallel\21469EzFlashDriver_Parallel.dxe
With that done, you can now build a "loader" file instead of the usual executable. Open your code project in VisualDSP++, and go to the Project Options dialog (Alt+F7). From the "Project" page, change "Type:" from "Executable file" to "Loader file". An "executable file" has the extension ".dxe" while a "loader file" has the extension ".ldr". There are some options that control how the .ldr file is built, but the defaults work fine (at least they did for me with an Ez-Board).
Now build your project as usual. Instead of building a .dxe file, it will build a .ldr file.
Finally, choose "Tools/Flash Programmer..." to bring up the flash programming GUI, and click on the second tab in the tabbed dialog, "Programming". For some reason the loader file is called the "data" file on this page of the dialog. Choose your .ldr file for programming, and hit the "program" button.