How to build aosp for raspberri pi without UI. After build how to build ROM for raspberri-pi using cross compilation.
UI is an integral part of Android OS. You will have to make heavy modifications to the architecture of Android, to remove all UI related stacks & frameworks, and make the OS responsive to non-touch inputs.
If on the other hand you are interested in regular AOSP port to Pi, there are a number of such attempts:
https://github.com/tab-pi/platform_manifest
https://github.com/NimaMX/platform_manifest
Related
I have a C++ library that I want to include into my iOS application. It has unit tests. If I put it simply, it's something like:
#include <cstdio>
int main()
{
printf("Test result\n");
}
Is it possible to run such an application that uses only stdin/stdout on an arm64 based iOS device to make sure that all compiles and works correctly?
I can do it on a real android device with adb push/adb shell, so I wonder, is it possible to do the same on iOS based devices?
It's not completely clear what are you trying to archive. But let me guess:
There is a third-party library you don't have control over.
There're tests in this library. The tests are a separate console app.
And you're looking for a way to run this app in some kind of shell on iOS that can run an arbitrary executables. And you can't because of all the security.
But if you have the source code of unit tests, then with some small changes you can compile them as a library, not as an executable. And call them from a "shell" you can write yourself - a small host app the sole purpose of which is to call these tests (and probably send their results via any kind of connection that suits you).
More on this you can read here
Yes, this host app will have a GUI, but I don't really understand why do you against it... if you really are.
Also these may be helpfull:
debug bridge for iPhone / shell command prompt
ADB equivalent for iOS device
I am creating an application that requires a Ximea camera and a sensor which is connected to a driver. Both are C++ compatible. The problem is that the Ximea camera only builds in x86 on Visual Studio and the sensor builds on x64. I would like to run both from the same project, and I believe that I need to use MSBuild or some sort of Batch Build to configure both so that they can both run at the same time. I essentially want to take images from the camera to steer the sensor, so they both need to be running at the same time.
Here is a link to the API I am using for the camera.
(This is my first time working heavily in C++ so any advice/references/resources would be great!)
I would like to run both from the same project, and I believe that I
need to use MSBuild or some sort of Batch Build to configure both so
that they can both run at the same time.
Run and build means different things, you can use msbuild or batch scripts to build Ximea camera project in X86 and the sensor project in X64 when you build the whole solution.
In VS you can right-click Solution in Solution Explorer=>Configuration Manager to control this behavior. See:
Then when you choose Solution Platform x86, it actually builds the project A and B in X64, and C in X86. This is what msbuild can do for you. But I can't make sure if there will be compatibility issue when you run it.
I'm working on a Raspberry Pi 3 with OS Raspbian Jessie. I'm using Eclipse CDT (for C/C++) and am trying to learn about OpenFrameWorks:
http://openframeworks.cc/
I installed everything according to the guides and imported everything to Eclipse. I thought it seemed to work out, but when I try to run some test-code I get the error "Unable to launch, binary not found." I look it up and find a potential solution, that I have to build the actual project first.
This is my problem, when I try to build the project Eclipse gets to about 20% and then the entire Raspberry freezes, forcing me to force a restart. How can I continue from here on out? I don't know if I still should try to build the project through Eclipse or if there is another way to actually run some test code for OpenFrameWorks.
I don't know if this is the best place to ask about this, but I'm thankful for all answers.
Eclipse is super slow on Raspberry Pi.
I recommend using the provided setup scripts to install dependencies. After you compile OF, use make files to compile projects.
In terms of editing code, I recommend using a light weight text editor (geany for example). I've tried CodeBlocks and Qt Creator, which are faster/less resource intensive than eclipse, but still pretty heavy for a system with limited resources.
Another option is to combine your computer the RPi:
Use projectGenerator to generate a project for both Raspberry Pi and your computer/IDE
Edit/test/iterate on your computer
When ready to run on RPi, sync the project using your preferred method(e.g. SSH/SFTP/git/etc.), then use make -j4(to use all 4 cores) in the RPi project folder.
The pro is you the quick compile/feedback times you're used to on your computer.
The con is this method won't work for RPi specific code (e.g. accessing GPIO, PiCamera, etc.)
Another option is to setup cross compilation, but getting everything ready is a bit laborious. (Although, once it's done, it saves time on the long run).
.Can be distributed as .zip or packaged as platform-specific installer.
•No application changes, the same jar app binaries can be deployed as
a native bundle, double-clickable jar
Source
with reference to these two above point I would like to do the same. Can any body show me sample build.xml or help links to achieve these two points?
I am running my build on Window 8, 64 bit machine and that is successfully producing an 64 bit window executable to launch self-contained java fx application using following javafx task -
<fx:deploy width="${javafx.run.width}" height="${javafx.run.height}"
nativeBundles="all"
outdir="${basedir}/${dist.dir}" outfile="${application.title}">
<fx:application name="${application.title}" mainClass="${javafx.main.class}"/>
<fx:resources>
<fx:fileset dir="${basedir}/${dist.dir}" includes="*.jar"/>
</fx:resources>
<fx:info title="${application.title}" vendor="${application.vendor}"/>
</fx:deploy>
Now I need to produce various O.S. installer to launch their respective self-contained java fx application on MAC and Linux. I would like to produce O. S. wise installer in the same build that is running on window 8 64 bit machine. Is this possible?
I can compromise with installer, if this is not possible to build installer for MAC and Linux on Window platform but some how, can build a self-contained java fx application for various platform i.e. for MAC and Linux, in a single build that runs on Window 8 64 bit machine.
What do the following actions in Xcode 4 do?
Build for Testing
Build for Running
Build for Profiling
Build for Archiving
I'm not sure when to use each of these (or whether to use any of them at all).
Running is for running your app (on the Mac for Mac OS X, in the simulator or on the device for iOS).
Profiling is for running your app with Instruments (for finding memory leaks, bottlenecks etc.).
Testing is for running unit tests.
Archiving is building a distributable package of you app (incl. Ad-hoc iPhone distributions and upload to the App Store).