How can i build locally mbed 2.0? - build

Hy, I can build mbedOS (mbed version of 3.0) with the yotta build system. Now I need a little help, to build mbed2.0 locally. I know there is an online compiler in the developer arm site, but i need to get some details about what is the difference between the two OS.
Thanks.

Levente,
mbed OS is an OS, mbed classic is an SDK (Software Development Kit). There is an RTOS in mbed classic, but it is not in any way related to mbed OS. mbed classic is at its core a hardware abstraction layer that lets you write code once and run on multiple different mbed enabled platforms (70+ ARM Cortex A/M boards). With mbed classic you can either compile code in the online compiler or export the code offline to a desktop IDE to compile it (Keil, IAR, GCC/make ... etc).
For more about mbed classic see developer.mbed.org/handbook.

Take a look at Offline development and debugging in the official docs.

I think about this: gcc4mbed - Github repository

Related

Is there a way to build cpputest with pthreads disabled?

I'm planning to use cpputest as a testing framework in my project which I need to cross compile as it will be used on ARM platform. The compiler I'm using for ARM development is arm-gcc which is built with pthreads disabled. Due to this, I need to build cpputest without pthreads. Currently l am following the autotool approach for building cpputest. Any help would be really appreciated.
Are you trying to compile, download, and run CppUTest on a target device?
Typically, CppUTest isn't compiled and downloaded to your target device but instead it's built as a Windows (or Linux) console application. This means that CppUTest gets compiled using a native compiler (Visual Studio or GCC) but your firmware will also need to compile using that same native compiler (Visual Studio or GCC).
Unit testing is meant to verify that your code's logic is correct, which means it doesn't matter if the code is executing on an ARM processor or in an Intel processor. For the record, when I first started getting into unit testing this blew my mind.
But what about hardware registers and stuff like that? Well, there's ways around testing embedded devices hardware in a Windows environment. At the end of the day, you'll still need to download your firmware onto the embedded device and verify that your port mappings are correct (i.e. That you're properly settings up a GPIO port to turn on an LED for instance).
There's several advantages to running your unit testing on your development PC instead of on target. Your development PC is much faster, has more resources (i.e. storage and RAM) and it also easily allows for running in a continuous integration environment (like Jenkins or TeamCity) whenever you check-in code to your version control system.
I highly recommend the book Test-Driven Development for Embedded C by James W. Grenning for more information. It will answer all your questions on unit testing on an embedded device. CppUTest can be used for C as well as C++ projects.

Cross compilation - V8 and Linux on Windows

I am trying to embed Google's V8 in my game engine. I'm targeting 3 operating systems: Windows, Linux and OS X.
I haven't had any problems with building for Windows - I used NuGet packages. But I'm trying to build V8 for Linux and the problem is - I'm doing this on Windows (Windows 10 if it matters).
Google doesn't exactly say how to compile V8 for Linux using Windows and now I'm really confused, as I have no idea. So far I have depot_tools, properly fetched v8 (using fetch command), Python and MinGW.
I've tried with v8gen.py, but it seems that it generates build files only for Visual Studio. As I said, I don't need VS files.
My question is: What should I do?
This is not possible out-of-the-box with the current build tools and configurations that V8 provides. As suggested in the comments, using a VM might be the quickest way to get this working for you.
If it is very important for you long-term, or for other developers as well, you could look at submitting patches to V8 to make this possible, but I don't have a good sense of how much work that would be.

Build iOS apps, Windows 7/10 & Jailbroken device

I have an jailbroken iOS device and Windows 7/10. I would like to be able to easily build and compile (C++/Cocos2Dx) iOS games and directly test them on my device. I would also like to be able to share my code to OS X users so that they can also compile it using XCode (probably not a problem).
What is the best way to do so?
What I know (but may be partly wrong) :
I could use virtual machines to simulate OS X but it seems to be slow and therefore not the best long-term solution.
There are tools to compile iOS code with jailbroken iOS devices using some toolchain available on Cydia but I'm not really sure if and how it would work using the latest versions of iOS and using external libraries like Cocos2Dx. Plus it does not seem to be ultra convenient to compile then install and test your app on the device.
I could use Marmalade but I'm not sure about including Cocos2Dx in it, it's not entirely free and I don't know if the code can easily be compiled in someone's else XCode.
You can rent a macOS machine though a service such as http://www.macincloud.com.
You could also buy a Mac Mini.

iPad/iPhone app developement in C++ on Windows OS

What is the fastest way to port an finished game project written in C++ to iPad. Is there any good way to do it without buying a Mac?
Marmalade (formerly Airplay SDK) is a cross-platform SDK that is well-suited to games. You can write your code in Visual C++ and run it in Windows in a simulator. Using a PC, you will not be able to debug (stepping, breakpoints, etc) your game while running on an iPhone. Deploying to an iPhone for testing (from Windows) seems rather tedious, compared to how it's done with XCode.
If you need to use iOS native API features that are not supported in Marmalade, you can build wrappers to them with the EDK (Extension Development Kit), but you'll need a Mac with XCode to build the wrapper library once.
If you decide to get a Mac for development, the cheapest route is probably a Mac Mini and a KVM switch that will let you use your existing keyboard, monitor, and mouse. It's cheaper to upgrade the Mac Mini's memory yourself than to buy a Mac Mini with more memory pre-installed. You can order Mac memory upgrades from online computer retailers cheaper than from the Apple store.
See also:
Marmalade Mobile App Development - Is Marmalade a Good Choice?
Is Marmalade SDK more relevant or commonly used for Game Development?
Native Android/iOS development vs Marmalade SDK
ADDENDUM
I forgot to mention that iOS already has native support for OpenGL ES, and that XCode can compile C++ code. It's also possible to mix Objective-C with C++. So you can keep your C++ engine more or less intact, and write wrappers around iOS-specific facilities, such as detecting user touches.
I don't think you can. I do believe you have to have a mac! If you don't want to buy one, I suggest to just borrow it from a friend!

Does wxwidgets use rosetta in Mac?

While deciding for a cross platform language for a desktop application I want to do, I came across "wxwidgets" for C++. After testing a demo application in Mac 10.6.4 I noticed the application needed "Rosetta" to run.
My concern is: Will I always need "Rosetta" for a C++ application with wxwidgets to run on a Mac?
Note: Latest news about Mac dropping support for Java in future OS release (hoping Oracle will pickup were left) and the upcoming App Desktop Store will not support apps requiring Rosetta.
You can create Universe Binaries with wxWidgets. My guess is that your demo application was only compiled for PPC. (Which seems weird, actually. Was the app you tried one you built yourself from examples/, or just one you downloaded off the web?).
I've built Universal apps in wxWidgets both in Xcode (the easiest way to do it), and I believe it's not that hard with a Makefile on the command line. (you make the ppc version, make the intel version, and use the lipo command line tool to squash them together.)