bootrom | build : the boot rom code can only be
kandi X-RAY | bootrom Summary
kandi X-RAY | bootrom Summary
build: the boot rom code can only be built under linux. tested build environment is ubuntu 14.04. environment setup: the boot rom build environment is similar to the firmware build for toshiba bridge chip. please follow to setup the build environment. to build the code, do: ./configure make. the defaults to "es3tsb" if not specified. this is for the official es3 toshiba unipro bridge chips (both apbridge and gpbridge). other available configurations include: es2tsb - to build image to run on es2 chip (in workram) fpgatsb - to build image to run on haps board, with es3 fpga bits. description: when the boot rom starts, it is supposed to setup the environment and load second stage firmware image from either spi flash or unipro. the image file to be loaded, either from spi flash or unipro, is packed into tftf file format. the tftf file format describes each section of data/code in the second stage firmware, including the location and length of each section. the tftf file format also includes signature of the second stage firmware, to be verified against the root public key built into the boot rom. when loading image from spi flash, there is also ffff
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QUESTION
I'm not sure exactly what is going on, I'm using cmake 3.21.1 and have the latest 2019 build tools for visual studio, but here is the output of nmake:
...ANSWER
Answered 2021-Aug-28 at 20:02I had same problem and found the answer here
Uninstall CMAKE cmake-3.21.2 and install cmake-3.20.5
QUESTION
I just updated Android Studio to its latest version 4.2.1 and the emulator stopped working. Every time I try to launch a new virtual device it crashes and AVD Manager shows me this error:
"The emulator process for AVD Pixel_C_API_30 was killed"
Here is what I have tried so far:
Cold boot restart.
Deleted and recreated the virtual device inside AVD manager.
Removed and re-installed the emulator SDK package (version 30.7.4)
Quit and restarted Android Studio as well as the emulator.
Created a new virtual device from scratch.
Tried several different virtual devices.
All of the above gives me the same exact result: the emulator crashes and AVD manager shows me the error above.
And here is the error I get from MacOS (just the an excerpt of it):
...ANSWER
Answered 2021-Jun-24 at 02:20I've had the same exact error. It's caused by Android Emulator 30.7.4 in combination with macOS Catalina. You can track the issue here
The work around that worked for me was upgrading to Big Sur.
QUESTION
I was trying setup enviorment to develop some program for new PICO, but only compile one time, after I haved this error:
...ANSWER
Answered 2021-Feb-22 at 13:50Okey, solution was erease the content from autogenerated file, save file and build again...,
After several builds error appear again, and same procedure was success :D
Thanks all that tried to helped me if knows about root issue will be great!
QUESTION
I have been trying to figure out this problem for few weeks now, but am still stuck. I have been researching it and slowly getting more information but have not been able to solve it yet.
I have read these similar questions on Stack Overflow:
Resolving PyCharm python error - dyld: Library not loaded
The problem is that every time I launch PyCharm, the error below pops up:
...ANSWER
Answered 2021-Mar-27 at 18:45
- Something might be broken with my Virtual Environments
The easiest solution is using a venv - it's standard library and thus the best baseline for virtual enviorments. (For completness it's worth mentioning that historically there have been a number of solutions for this.) As an example creating a venv with the PyCharm GUI is easy, it creates a new interpreter from the base Python interpreter optionally sharing its site-packages. The GUI lets you interface with PyPI to install aditional packages.
Eventually, it's worth learning to do the same using the command line, see venv — Creation of virtual environments. This boils down to 3 commands
Create the venv (since you have Python on your
PATH
)c:\>python -m venv c:\path\to\myenv
Activate the venv (this is OS specific, see the documentation)
/bin/activate
After activating use pip to install any libraries you want
pip install library_name
After having the venv created and activated it's ready to use on the terminal (inside or outside PyCharm), or you can use it with run configurations in PyCharm.
Now, in your case you are also using Anaconda, which manages the packages and the environments for you. But it's important to realize that what Anaconda does for the most part are the above steps wrapped in it's own GUI, see the similarities with Finding your Anaconda Python interpreter path.
Besides this, there's a hard rule that venv
s should not be copied or moved. They have hardcoded paths inside them that will break. So, when you create a venv
use it in the directory where you created it. The whole point of venv
s is that if you break something you simply create a new one on-the-fly. Eventually, you'll want to write your own shell script to automate creating venv
s.
- Something might be broken with my PATH
QUESTION
I recently ran into the error code 8badf00d from spotlight when running my react native app on a iPhone 11 emulator (xcode).
After trying to find a fix for a few days I'm completely stuck. I figured the code means the app takes too long time to load to iOS kills it. Reasonable explanation, except the code still appear if I remove all screens from my app except the index. Some timesI'm able to run the app without any problem, but images load blanks. Not sure if this is related but it began at the same time.
The 8badf00d code began to appear right after xCode decided to update, this was also right after I had added react-native-gifted-chat to my code.
Anyone know why I get 8badf00d at all? or even after removing all screens?
Error:
...ANSWER
Answered 2020-Sep-26 at 21:18It appears that the 8badf00d error message was triggered by an update to xCode or my Mac's OS. The app did start even though the message appeared so I just went along and have build a release APK for android without problems. I won't be able to test it for iPhone as of yet but would assume its somewhat the same.
Will post a short update after I have tested it for iPhone so I can confirm that the issue is with my Mac and not the actual app.
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