pocket sphinx android demo 4.4 - pocketsphinx-android

Pocket sphinx android demo runs fine on LG l39c android 4.1. Will not run on LG l34c Android 4.4
"Fatal signal 6 (SIGABRT) at 0x00000365 (code=0), thread 5046 (cketsphinx.demo)"
Also having problem with TTS never calling onInit (wait does not help)
Again both work fine on LG l39c android 4.1. Anyone having these problems with 4.4? Thanks

Speak and wait for completion within create method was the problem. Worked 4.1

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Reanimated 2 compatibility with SDK 44

SDK Version: Expo 44.0.6
Platforms(Android/iOS/web/all): Android / iOS
Tested versions of react-native-reanimated : 2.2.4, 2.3.1, 2.4.1, 2.5.0
I recently upgraded my expo bare native workflow app from SDK41 to 44 (following all blog guidelines) using expo upgrade.
I’m stuck with this error : App freezes on simulator or real device when remote debugger is active (Expo Modules, Apple Silicon M1) · Issue #14875 · expo/expo · GitHub
The crash on Android (with v2.3.1 compatible version given by expo) is :
A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x454c4b524f5777 in tid 30501 (create_react_co), pid 30355 (m.em.butterlink)
I’m using react native navigation v5, which requires reanimated to work.
If I understand well, “you can’t use remote debugging with 'turbomodules'”.
So first question, can I just have my code running in debug mode (updated without needing to rebuild with android studio) without remote debug ?
I tried to enable 'hermes' following Expo guidelines (in app.json) in my android project and to setup Flipper but crash is still there, how can I setup those two in a bare workflow project to solve this issue and be able to code in debug mode again ?
https://forums.expo.dev/t/reanimated-2-compatibility-with-sdk-44/62831

Advanced hotspots analysis by Intel Vtune Amplifier XE2016 of a VS2015 console application not working

When executing the Intel "Advanced Hotspots, stacks and context switches analysis" (or higher) of my simple (a few lines) VS2015 console C++ (native) application, its processing hangs and Windows restart is needed, see the sample solution and screen captures enclosed in the zip file). The same applies for larger solutions... ". The "Basic Hotspots" and "Advanced Hotspots without stacks..." works fine.
Can anybody help?
The solution and screen captures of the hotspots settings:
https://app.box.com/s/ihb51o9cxrn8y7li6eupa9o7qbkof4dp
Windows 10Pro 64bit Build 1607, Intel Core I7-4771
VS2015 Community V. 14.0.25431.01 Updt. 3
Intel VTume Ampl. XE2016 Updt 2, build 444464
Thanks for help!!!!
This issue should be fixed in the VTune Amplifier 2017 XE.

can't run a simple program in CLion

I'm VERY new to CLion so please be gentle :)
I took a project I did for a programming course I'm taking, I managed to build it, but when I tried to run it the CLion just freezes. I tried to run it in debug mode, but no success there either - it waits for a few seconds and then I recieve a message: "command timed out".
I thought the problem might be in my program, so I wrote a simple "Hello World" program - still no success.
few technical specs that might help:
I use CLion 1.2.1 (Newest version).
For my toolchains I use TDM-GCC compiler (downloaded from here: http://tdm-gcc.tdragon.net/download) - I actually do not use the newest version - I use version 4.9.2-3 instead - because I wanted the GDB to be 7.8 so Clion supports it).
My computer runs windows 10 (64 bit), intel core i5-4210U, 8 GB RAM (for what it's worth...)
hope you could help me.
Avast antivirus running … changing its setting as you can find here Stop avast! from attacking my own programs can help...
– nnn

Getting EXC_BAD_ACCESS when running Cocos2D V3 RC3 on iOS 7.1 device

I've recently discovered Cocos2D V3 with Chipmunk physics engine built right into it. There's only one template to create a project from. When I run the sample game on my iPod touch with iOS 6.1 it works as expected but when I run it on an iOS 7.1 device, like 5S or 5, I get EXC_BAD_ACCESS error when I click the [Newton physics] button. There's nothing else. It just shows EXC_BAD_ACCESS before the onNewtonClicked method, so it's not inside the method, but outside. Has someone else experienced this?
This is a 32/64 bit compilation problem from Cocos2d.
You can fix this by updating to the latest RC 0.4 version.
Please check the instructions here to see how to do that :
xCode 5.1 build crashes - SpriteBuilder

Genymotion emulator crashes on Windows 7 machine when running calabash-android tests

I am using Genymotion emulator to run my calabash android tests. I have around 7 feature files and after successfully running 3-4 features geny motion crashes with the following exception:
"Player.exe has stopped working"
"Microsoft Visual c++ runtime Library
The application has requested the runtime to terminate it in an unusual way"
Unfortunately I am not able to post the images for this post.
Has anybody got a fix for this?
Thanks in advance!
-Nishi