Num Lock key does nothing in Qt Application on QNX - qnx

I wrote a C++ GUI application using Qt 5.3 for QNX 6.5, but it doesn't let me enter any number from the numeric keypad to a QLineEdit widget even when the num lock is on. The num lock works fine on the console terminal. I built the application for Windows, and the num lock worked fine, too.

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How do I enable the function keys on the Touch Bar for Spyder by default?

I have installed python 3.7.7 and Spyder 4.1.2 on my MacBook (macOS 10.15.4) using miniconda. As far as I understand, Spyder is not a stand-alone app, but runs through python. Hence, I followed these instructions so that Spyder is recognized as an App by macOS. This is working, and I can use the function keys on the Touch Bar by pressing fn, but I cannot get Spyder to use the function keys on the Touch Bar by default. When I follow the official steps by Apple, I can select the Spyder 'app' from the menu, but then I get the error
You cannot add keyboard shortcuts for the application spyder.
Thanks for your help!
Using the personal edition of Anaconda (1.9.12) on MacOs 10.15.6, I was able to make the Fn keys appear in Spyder (launched through Anaconda-Navigator).
I used Keyboard->Shortcuts->Function Keys and added /Users/USER/opt/anaconda3/python
Best wishes

"Wait Until Page Contains" keyword doesn't work on RobotFramework-appium

I'm using appium (1.6.3) library of RobotFramework 3.0 on Mac desktop (Sierra, 10.12.3) to automate real iOS device (platform version 10.2.1). I'm using Xcode version 8.2.1 and XCUI Test Driver version 2.4.2.
Test Script:
Launch Application ${AppName}
Wait Until Page Contains Inbox
Result:
Text "Inbox" did not appear in 10 seconds
I have noticed that none of the wait keywords is properly working. The "inbox" actually was visible just after 1-2 seconds but still appium couldn't identify the text. Appium doesn't intelligently updates the screen to get the page source and then verify if the element is available on the screen. The temporary solution I found is introducing sleep time (which is not efficient).
Question: Is there any way I can make my script efficient and use wait keywords instead Sleep?

Unspecified error in Delphi twain

I have a program created with Delphi XE2 and want to scan images from a Flatbed scanner. I use TDelphiTwain and on my computer everything works fine.
The target is a touch-screen device with MS Windows Embedded for POS on, and there I constantly get an 'Unspecified error' when I click on the button to open the form. The strange thing is, it has worked before on this device and I haven't changed a thing. Suddenly it stopped working on that device.
Scanning in Windows works. I reinstalled the drivers, but that doesn't make a difference.
I have another touch-device with Windows XP embedded on it and even there it is still working fine.
Disconnecting the flatbed and trying to open the form gives an 'access violation exception'.
I have no idea how to debug this or where to look, as it works on my PC perfectly.
We found out the problem is NOT Twain, but working with the PDF-ActiveX component...
And it seems I'm not the only one. => How do I get Acrobat Reader Imported into Delphi 2007?
On the modern devices, Adobe Reader 11.0.0.7 installs and everything works. But some older devices fail while installing this version, and I have to go back to version 8.1.1 to get past the setup, but not being compatible for the ActiveX.
If we change code to get it working with older versions (like 8.1.1), it fails with Adobe Reader 11.0.0.7
some more lecture:
https://forums.adobe.com/message/6381248
https://forums.adobe.com/message/6400731
Thanx for thinking and searching with me.

launching iOS App from Mac OS X console

in order to automate testing an application, I want to repeatedly launch an iOS app with different arguments to it's main function from my mac; for simplicity let's just say it takes a file as argc and I have 100 files that I need to test. In theory, all I'd want to reproduce is the behaviour of xcode build & run - on the device, not jailbroken; the app is closely tied to the hardware, so the simulator alone will not suffice.
There are a couple of pages that do something similar, but none of them use the device, and none of them actually spell out how the command line on the console would actually look like.
1) http://blog.carbonfive.com/2011/04/06/running-xcode-4-unit-tests-from-the-command-line/
this page sets up a unit test that eventually runs in the simulator; he goes on to say that
The “Run Script” build phase of a unit test build target just runs >“${SYSTEM_DEVELOPER_DIR}/Tools/RunUnitTests”
I checked that, but neither RunPlatformUnitTests nor RunUnitTests is executed from Xcode 4 (I renamed the scripts to make sure).
2) http://longweekendmobile.com/2011/04/17/xcode4-running-application-tests-from-the-command-line-in-ios/
this page picks up where 1) left but only builds for the simulator and doesn't specify how the app is actually launched. It describes well how it's build from command line though.
3) Debugging iOS app built from commandline
What I see in Xcode 4 is the build phase, which stops at signing and validating the application. The next thing I see is the gdb debugger that runs on the device. However, I don't know how to access debugserver - I didn't jailbrake my iPhone so I have no access to just about anything on it, neither debugserver nor the IP adress.
What I can verify is that gdb is called from xcode4/platforms/iPhoneOS.platform so the remote debugger must attach itself to something, somehow ...
For command line remote GDB (or just upload to device) you can use this little tool, choose the fork closest to what you need, the original author will not support it anymore:
https://github.com/ghughes/fruitstrap
You may not be able to use it as-is (I had to tweak the gdb parameters for my use) but its a good start.
You can further automate things by automatically run this script
for i in $(system_profiler SPUSBDataType | grep "Serial Number: " | grep -Po "[A-Za-z0-9]{40,}$") ; do
echo "Installing on: $i"
#use fruitstrap with device $i
end
this will simply check all USB port and keep only the ones that are currently connected to an iOS device and return its UDID.
From there you should be able to automate the testing with several different arguments for your app.

Is it just the iPhone simulator that is restricted to Intel only Mac's?

I have read that the iPhone SDK (part of Xcode 3) is restricted to Mac's with the intel chipset. Does this restriction apply to only the simulator part of the SDK or the complete shebang?
I have a Powerbook G4 running Leopard and would very much like to do dev on it rather than fork out for a new machine.
It is also worth clarifying that I am interested in development for personal reasons and therefore accept that I would need a certified platform to create a submission for the App Store.
As things have moved on since the original post on 3by9.com, here are the steps that I had to follow to get the environment working on my PowerBook G4.
BTW, I would like to say that I realise that this is not a supported environment and I share this for purely pedagogic reasons.
Download and install the iPhoneSDK (final version)
After the install finishes, navigate to the packages directory in the mounted DMG
Install all of the pkg's that start with iPhone
Copy the contents of /Platforms to /Developer/Platforms (should be two folders starting with iPhone)
Locate 'iPhone Simulator Architectures.xcspec' in /Developer/Platforms/iPhoneSimulator.platform/Developer/Library/Xcode/Specifications and open in a text editor.
Change line 12 to: Name = "Standard (iPhone Simulator: i386 ppc)";
Change line 16 to: RealArchitectures = ( i386, ppc );
Add the following to line 40 onwards:
// PowerPC
{ Type = Architecture;
Identifier = ppc;
Name = "PowerPC";
Description = "32-bit PowerPC";
PerArchBuildSettingName = "PowerPC";
ByteOrder = big;
ListInEnum = NO;
SortNumber = 106;
},
Save the file and start Xcode
You should see under the New Project Folder the ability to create iPhone applications.
To get an app to work in the simulator (and using the WhichWayIsUp example) open Edit Project Settings under the Project menu
On the Build tab change the Architectures to: Standard (iPhone Simulator:i386 ppc)
Change Base SDK to Simulator - iPhone OS 2.0
Build and go should now see the app build and run in the simulator
The iPhone SDK is documented to require an Intel-based Mac. Even if some people may be able to have gotten it to run on some other hardware doesn't mean that it will run correctly, that Apple will fix bugs you report, or that it is a supported environment.
If you actually want to run your binary on the device, not just the simulator, you need the advice from the following page:
http://discussions.apple.com/thread.jspa?messageID=7958611
It involves a Perl script that does a bit of 'magic' to get the code signing to work on PowerPC. Also you need to install Developer Disk Image from the SDK packages. When all is said and done you can use a G4 to develop on the real device and even the debugger works. But I think Instruments doesn't work.
I have a Powerbook G4 running Leopard and would very much like to do dev on it
Not sure what sort of application you are developing, but if you jailbreak your iPhone, you can:
develop applications using Ruby/Python/Java which won't require compiling at all
compile on the phone(!), as there is an GCC/Toolchain install in Cydia - although I've no idea how long that'll take, or if you can simply take a regular iPhone SDK project and SSH it to the phone, and run xcodebuild)
You should be able to compile iPhone applications from a PPC machine, as you can compile PPC applications from an Intel Mac, and vice-versa, there shouldn't be any reason you can't compile an ARM binary from PPC.. Wether or not Apple include the necessary stuff with Xcode to allow this is a different matter.. The steps that Ingmar posted seem to imply you can..?

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