Find the path to the executable - path

I compile a program with Go for various platforms and run it by calling a relative path or just by its name (if it is in the PATH variable).
Is it possible to find out where the executable is?
Say, my program is called "foo(.exe)". I can run ./foo, foo (if it's in the PATH), ../../subdir/subdir/foo.
I have tried to use os.Args[0] and I guess I should check if the program name contains something different besides "foo". If yes, use filepath.Abs, if no, use (I can't find the function name, there is a function that looks through the PATH to check where the program is).

Use package osext.
It's providing function Executable() that returns an absolute path to the current program executable.
It's portable between systems.
Online documentation
package main
import (
"github.com/kardianos/osext"
"fmt"
)
func main() {
filename, _ := osext.Executable()
fmt.Println(filename)
}

You can use os.Executable for getting executable path on Go 1.8 or above version.
import (
"os"
"path"
"log"
)
func main() {
ex, err := os.Executable()
if err != nil { log.Fatal(err) }
dir := path.Dir(ex)
log.Print(dir)
}

This is not go-specific (unless the go "standard library" contains some function to do it), and there is no portable solution. For solutions on some common platforms, see e.g. How do I find the location of the executable in C? or Finding current executable's path without /proc/self/exe .

Related

Loading txt file as an asset for a dart package

In flutter it's easy to load a .txt asset at runtime by specifying it or its folder in the pubspec.yaml file and then loading it with rootBundle. However, i'm working on a pure dart package, and I'm struggling to work out how to get the package to load a .txt file relative to it's own directory structure.
When I use the package in a separate dart command line application i'm working on, the relative path that I specified in one of the package source code files causes an error to be thrown that the txt file doesn't exist. I understand why this error is being thrown, because the relative path is interpreted as being from the command line application's root directory instead of the package's root directory, but i'm unsure of how to solve this without specifying the absolute path for the .txt file. I'd rather not specify the absolute path as it makes the package less portable.
Is there anything similar to flutter's asset loading for a pure dart package?
I think you need the resolveSymbolicLinks or resolveSymbolicLinksSync methods to decode the relative path and then use the resolved path to read the txt file:
import 'dart:io';
void main() async {
String file = '../lib/main.dart';
var path = Uri.parse('.').resolveUri(Uri.file(file)).toFilePath();
print(path);
if (path == '') path = '.';
var resolved = await File(path).resolveSymbolicLinks();
print(resolved);
File(resolved).readAsString().then((String contents) {
print(contents);
});
}

Minifying import paths for modules in webpack

I've got a TypeScript project that uses Webpack successfully to yield ES6, which is run through babel-minify to tree-shake it and produce a significantly smaller bundle output file.
This file appears to contain all the logic from my own program as well as the logic for each of the pieces of the imported libraries I'm using (e.g. rxjs, lodash, etc.)
However, I'm looking through the generated file and it appears that at the top we've got some webpack logic, then a map of the path of the original import to a function that implements it, and well, really a lot of that all the way down, with various portions pointing to dependencies and their path strings.
Now, given that everything is self-contained within this webpack bundle (no other chunks), the inclusion of all the source file names seems to take up a lot of space needlessly.
For example, I'm looking at one section in here for lodash's isBoolean script:
"./node_modules/lodash/isBoolean.js": function(e, t, o) {
var r = o("./node_modules/lodash/_baseGetTag.js"),
s = o("./node_modules/lodash/isObjectLike.js");
e.exports = function(e) {
return !0 === e || !1 === e || s(e) && "[object Boolean]" == r(e)
}
},
Now, it seems like there are a lot of characters being taken up to describe the source file. Since there's no actual dependency at this time on the source file, why can't each key just be replaced with a shorter string identifier throughout, as in the following example:
"a": function(e, t, o) {
var r = o("b"),
s = o("c");
e.exports = function(e) {
return !0 === e || !1 === e || s(e) && "[object Boolean]" == r(e)
}
},
where "a", "b", and "c" are all representative of each place where the original string values occur throughout the entire bundle. This shouldn't impact all strings, but rather just the import file path strings.
There appears to be someone asking a similar question at Webpack compress path names who didn't really get a satisfactory answer, in my opinion.
Is there some option or plugin I can use that could mangle the module path names?
Figured it out after reading through Webpack's source code and figuring out how it actually assembles the whole thing.
I had the NamedModulesPlugin in my config (likely an artifact from one of the various quickstarts out there) and this plugin inserts all the module paths into the output.
Commenting that out (or just removing it) from the config removes it entirely from the output (no mangling necessary).

How to get a field's type by using CDT parser

I'm trying to extract c++ source code's info.
One is field's type.
when source code like under I want to extract info's Type when info.call() is called.
Info info;
//skip
info.call(); //<- from here
Trough making a visitor which visit IASTName node, I tried to extract type info like under.
public class CDTVisitor extends ASTVisitor {
public CDTVisitor(boolean visitNodes) {
super(true);
}
public int visit(IASTName node){
if(node.resolveBinding().getName().toString().equals("info"))
System.out.println(((IField)node.getBinding()).getType());
// this not work properly.
//result is "org.eclipse.cdt.internal.core.dom.parser.ProblemType#86be70a"
return 3;
}
}
Assuming the code is in fact valid, a variable's type resolving to a ProblemType is an indication of a configuration problem in whatever tool or plugin is running this code, or in the project/workspace containing the code on which it is run.
In this case, the type of the variable info is Info, which is presumably a class or structure type, or a typedef. To resolve it correctly, CDT needs to be able to see the declaration of this type.
If this type is not declared in the same file that's being analyzed, but rather in a header file included by that file, CDT needs to use the project's index to find the declaration. That means:
The AST must be index-based. For example, if using ITranslationUnit.getAST to create the AST, the overload that takes an IIndex parameter must be used, and a non-null argument must be provided for it.
Since an IIndex is associated with a CDT project, the code being analyzed needs to be part of a CDT project, and the project needs to be indexed.
In order for the indexer to resolve #include directives correctly, the project's include paths need to be configured correctly, so that the indexer can actually find the right header files to parse.
Any one of these not being the case can lead to a type resolving to a ProblemType.
Self response.
The reason I couldn't get a binding object was the type of AST.
When try to parse C++ source code, I should have used ICPPASTTranslationUnit.
There is no code related this, I used IASTTranslationUnit as a return type of AST.
After using ICPPASTTranslationUnit instead of IASTTranslationUnit, I solved this problem.
Yes, I figure it out! Here is the entire code which can index all files in "src" folder of a cpp project and output the resolved type binding for all code expressions including the return value of low level API such as memcpy. Note that the project variable in following code is created by programatically importing an existing manually configured cpp project. I often manually create an empty cpp project and programatically import it as a general project (once imported, Eclipse will automatically detect the project type and complete the relevant configuration of CPP project). This is much more convenient than creating and configuring a cpp project from scratch programmatically. When importing project, you'd better not to copy the project or containment structures into workspace, because this may lead to infinitely copying same project in subfolder (infinite folder depth). The code works in Eclipse-2021-12 version. I download Eclipse-For-cpp and install plugin-development and jdt plugins. Then I create an Eclipse plugin project and extend the "org.eclipse.core.runtime.applications" extension point.
In another word, it is an Eclipse-Application plugin project which can use nearly all features of Eclipse but do not start the graphical interface (UI) of Eclipse. You should add all cdt related non-ui plugins as the dependencies because new version of Eclipse does not automatically add missing plugins any more.
ICProject cproject = CoreModel.getDefault().getCModel().getCProject(project.getName());
// this code creates index for entire project.
IIndex index = CCorePlugin.getIndexManager().getIndex(cproject);
IFolder folder = project.getFolder("src");
IResource[] rcs = folder.members();
// iterate all source files in src folder and visit all expressions to print the resolved type binding.
for (IResource rc : rcs) {
if (rc instanceof IFile) {
IFile f = (IFile) rc;
ITranslationUnit tu= (ITranslationUnit) CoreModel.getDefault().create(f);
index.acquireReadLock(); // we need a read-lock on the index
ICPPASTTranslationUnit ast = null;
try {
ast = (ICPPASTTranslationUnit) tu.getAST(index, ITranslationUnit.AST_SKIP_INDEXED_HEADERS);
} finally {
index.releaseReadLock();
}
if (ast != null) {
ast.accept(new ASTVisitor() {
#Override
public int visit(IASTExpression expression) {
// get the resolved type binding of expression.
IType etp = expression.getExpressionType();
System.out.println("IASTExpression type:" + etp + "#expr_str:" + expression.toString());
return super.visit(expression);
}
});
}
}
}

Fsx execution path

I have a c# .net library I am looking to use within FSI/FSX. As part of the initialization of the .net lib, by default it expects and references a custom config file (MyAppConfig.xml) which loads various things before it can be used. When using it in c# it gets copied to the bin folder and the app by default expects it to be there and references it there unless there is a specific entry in the app.config to tell it otherwise. (I should add that it does it all by convention rather than injecting a path + filename, as per NLog, say)
I have an f# source file in a console app which will execute this initialization find, but I can't quite work out how to achieve this with FSI/FSX.
So my program.fs looks simply like
open System
open myApp
module Program =
[<EntryPoint>]
let Main(args) =
myApp.Initialization.Load() // references MyAppConfig.xml
Console.WriteLine("do my stuff!")
Console.ReadLine() |> ignore
0
If I try and do the same in FSI or using FSX, I have
#r #"E:\...path to MyApp...\MyApp.dll"
#I #"E:\...path to MyAppConfig.xml ..."
Environment.CurrentDirectory <- #"E:\...path to MyAppConfig.xml ..."
myApp.Initialization.Load() |> ignore // fails ... can't find MyAppConfig.xml
//do my stuff
I suspect that I've not got the paths quite right.
I'd be grateful of a steer
EDIT:
So I've managed to attach a debugger to the c# lib and see where it is looking for the config file - turns out it is "c:\Program Files\Microsoft F#\v4.0\" ( System.AppDomain.CurrentDomain.BaseDirectory) which again shows I've not quite understood how to tell FSI/FSX to use a particular path. If I copy the config file (MyAppConfig.xml) to that location it works fine.
Many thx
S
I'm not sure of the implications, but one possiblity might be temporarily changing the app base:
let origAppBase = AppDomain.CurrentDomain.BaseDirectory
AppDomain.CurrentDomain.SetData("APPBASE", "path_to_MyAppConfig.xml")
myApp.Initialization.Load() |> ignore
AppDomain.CurrentDomain.SetData("APPBASE", origAppBase) //restore original app base

how to set the path to where aapt add command adds the file

I'm using aapt tool to remove some files from different folders of my apk. This works fine.
But when I want to add files to the apk, the aapt tool add command doesn't let me specify the path to where I want the file to be added, therefore I can add files only to the root folder of the apk.
This is strange because I don't think that developers would never want to add files to a subfolder of the apk (res folder for example). Is this possible with aapt or any other method? Cause removing files from any folder works fine, and adding file works only for the root folder of the apk. Can't use it for any other folder.
Thanks
The aapt tool retains the directory structure specified in the add command, if you want to add something to an existing folder in an apk you simply must have a similar folder on your system and must specify each file to add fully listing the directory. Example
$ aapt list test.apk
res/drawable-hdpi/pic1.png
res/drawable-hdpi/pic2.png
AndroidManifest.xml
$ aapt remove test.apk res/drawable-hdpi/pic1.png
$ aapt add test.apk res/drawable-hdpi/pic1.png
The pic1.png that will is added resides in a folder in the current working directory of the terminal res/drawable-hdpi/ , hope this answered your question
There is actually a bug in aapt that will make this randomly impossible. The way it is supposed to work is as the other answer claims: paths are kept, unless you pass -k. Let's see how this is implemented:
The flag that controls whether the path is ignored is mJunkPath:
bool mJunkPath;
This variable is in a class called Bundle, and is controlled by two accessors:
bool getJunkPath(void) const { return mJunkPath; }
void setJunkPath(bool val) { mJunkPath = val; }
If the user specified -k at the command line, it is set to true:
case 'k':
bundle.setJunkPath(true);
break;
And, when the data is being added to the file, it is checked:
if (bundle->getJunkPath()) {
String8 storageName = String8(fileName).getPathLeaf();
printf(" '%s' as '%s'...\n", fileName, storageName.string());
result = zip->add(fileName, storageName.string(),
bundle->getCompressionMethod(), NULL);
} else {
printf(" '%s'...\n", fileName);
result = zip->add(fileName, bundle->getCompressionMethod(), NULL);
}
Unfortunately, the one instance of Bundle used by the application is allocated in main on the stack, and there is no initialization of mJunkPath in the constructor, so the value of the variable is random; without a way to explicitly set it to false, on my system I (seemingly deterministically) am unable to add files at specified paths.
However, you can also just use zip, as an APK is simply a Zip file, and the zip tool works fine.
(For the record, I have not submitted the trivial fix for this as a patch to Android yet, if someone else wants to the world would likely be a better place. My experience with the Android code submission process was having to put up with an incredibly complex submission mechanism that in the end took six months for someone to get back to me, in some cases with minor modifications that could have just been made on their end were their submission process not so horribly complex. Given that there is a really easy workaround to this problem, I do not consider it important enough to bother with all of that again.)

Resources