dylib | Universal cross-platform dynamic link library call | Reverse Engineering library
kandi X-RAY | dylib Summary
kandi X-RAY | dylib Summary
Universal cross-platform dynamic link library call, support dll, so, dylib. Move from: github.com/ying32/govcl/vcl/dylib
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Top functions reviewed by kandi - BETA
- call invokes the internal function .
- NewLazyDLL creates a new LazyDLL .
- fileExists returns true if path exists .
- toPtr converts a uint value to a pointer .
- Getfloat32 return float32
- Getfloat64 return float64
dylib Key Features
dylib Examples and Code Snippets
Community Discussions
Trending Discussions on dylib
QUESTION
In my iOS app "Progression" there is rarely a crash (1 crash in ~1000+ Sessions) I am currently not able to fix. The message is
Progression: protocol witness for TrainingSetSessionManager.update(object:weight:reps:) in conformance TrainingSetSessionDataManager + 40
This crash points me to the following method:
...ANSWER
Answered 2021-Jun-15 at 13:26While editing my initial question to add more context as Jay proposed I think it found the issue.
What probably happens? The view where the crash is, contains a table view. Each cell will be configured before being presented. I use a flag which holds the information, if the amount of weight for this cell (it is a strength workout app) has been initially set or is a change. When prepareForReuse is being called, this flag has not been reset. And that now means scrolling through the table view triggers a DB write for each reused cell, that leads to unnecessary writes to the db. Unnecessary, because the exact same number is already saved in the db.
My speculation: Scrolling fast could maybe lead to a race condition (I have read something about that issue with realm) and that maybe causes this weird crash, because there are multiple single writes initiated in a short time.
Solution: I now reset the flag on prepareForReuse to its initial value to prevent this misbehaviour.
The crash only happens when the cell is set up and the described behaviour happens. Therefor I'm quite confident I fixed the issue finally. Let's see. -- I was not able to reproduce the issue, but it also only happens pretty rare.
QUESTION
I need a way to take photos programmatically from a macOS app and I am using AVCapturePhotoOutput
to achieve this.
First I initialize the camera with
...ANSWER
Answered 2021-Jun-15 at 08:38As Bhargav Rao deleted my previous answer, I will add a new one.
QUESTION
I'm following JetBrains's tutorial on an Apple Silicon computer. I installed boost with MacPorts (sudo port install boost), the version is 1.71 The build of tests.cpp file fails with the following error:
...ANSWER
Answered 2021-Jan-03 at 12:57Add
QUESTION
I have an app which compiles and runs fine in older Macs with Intel processors in physical devices & iOS simulators.
The same app also compiles and runs fine from newer Apple Silicon Mac with M1 processor with physical iPhone devices, but, it refuse to be compiled for iOS simulator.
Without simulator support, debugging turn around time gets gets really long so I am trying to solve this issue. Not to mention Xcode preview feature isn't working either which is annoying.
The first error that I encountered without making any changes (but moved from Intel Mac to M1 Mac) is like below.
building for iOS Simulator, but linking in dylib built for iOS, file '/Users/andy/workspace/app/Pods/GoogleWebRTC/Frameworks/frameworks/WebRTC.framework/WebRTC' for architecture arm64
The Cocoapods library that I am using is GoogleWebRTC, and according to its doc, arm64 should be supported so I am baffled why above error is getting thrown. As I have said before, it compiles fine in real device which I believe is running on arm64.
According to the doc..
This pod contains the WebRTC iOS SDK in binary form. It is a dynamic library that contains the armv7, arm64 and x86_64 slices. Bitcode is not supported. Our currently provided API’s are Objective C only.
I searched online and it appears there appears to be 2 workarounds for this issue.
- The first one is by adding
arm64
toExcluded Architectures
- The second option is to mark
Build Active Architecture Only
forRelease
build.
I don't exactly understand if above are necessary even when I am compiling my app on M1 Mac which is running under arm64 architecture, because the solution seems to be applicable only for for Intel Mac which does not support arm64 simulator, as for Intel Mac, simulators might have been running in x86_64, not with arm64, so solution #1 is not applicable in my case.
When I adapt the second change only, nothing really changes and the same error is thrown.
When I make both changes and tried building, I now get the following 2nd error during build. (not really 100% sure if I solved the 1st error / I might have introduced 2nd error in addition to 1st by adapting two changes)
Could not find module 'Lottie' for target 'x86_64-apple-ios-simulator'; found: arm64, arm64-apple-ios-simulator
The second library that I am using is lottie-ios and I am pulling this in with a swift package manager. I guess what is happening is that because I excluded arm64
in build setting for iOS simulator, Xcode is attempting to run my app in x86_64
. However, library is not supported running in x86_64
for some reason, and is throwing an error. I don't have much insights into what dictates whether or not library can run in x86_64 or arm64 so I couldn't dig to investigate this issue.
My weak conclusion is that GoogleWebRTC
cannot be compiled to run in iOS simulator with arm64
for some reason (unlike what its doc says), and lottie-ios
cannot be compiled to run in iOS simulator with x86_64
. So I cannot use them both in this case.
Q1. I want to know what kind of changes I can make to resolve this issue...
The app compiles and runs perfectly in both device & simulator when compiled from Intel Mac. The app compiles and runs fine in device when compiled from Apple Silicon Mac. It is just that app refuse to be compiled and run in iOS simulator from Apple Silicon Mac, and I cannot seem to figure out why.
Q2. If there is no solution available, I want to understand why this is happening in the first place.
I really wish not to buy old Intel Mac again just to make things work in simulator.
...ANSWER
Answered 2021-Mar-27 at 20:15Answering my own question in a hope to help others who are having similar problems. (and until a good answer is added from another user)
I found out that GoogleWebRTC actually requires its source to be compiled with x64
based on its source depo.
For builds targeting iOS devices, this should be set to either "arm" or "arm64", depending on the architecture of the device. For builds to run in the simulator, this should be set to "x64".
https://webrtc.github.io/webrtc-org/native-code/ios/
This must be why I was getting the following error.
building for iOS Simulator, but linking in dylib built for iOS, file '/Users/andy/workspace/app/Pods/GoogleWebRTC/Frameworks/frameworks/WebRTC.framework/WebRTC' for architecture arm64
Please correct me if I am wrong, but by default, it seems that Xcode running in Apple M1 silicon seems to launch iOS simulator with arm
arch type. Since my app did run fine on simulators in Intel Mac, I did the following as a workaround for now.
- Quit Xcode.
- Go to Finder and open Application Folder.
- Right click on Xcode application, select
Get Info
- In the "Xcode Info Window" check on
Open using Rosetta
. - Open Xcode and try running again.
That was all I needed to do to make my app, which relies on a library that is not yet fully supported on arm simulator, work again. (I believe launching Xcode in Rosetta mode runs simulator in x86 as well..?? which explains why things are working after making the above change)
A lot of online sources (often posted before M1 Mac launch on Nov/2020) talks about "add arm64 to Excluded Architectures
", but that solution seems to be only applicable to Intel Mac, and not M1 Mac, as I did not need to make that change to make things work again.
Of course, running Xcode in Rosetta mode is not a permanent solution, and Xcode slows down lil bit, but it is an interim solution that gets things going in case one of libraries that you are using is not runnable in arm64 simulator.. yet.
QUESTION
I got three similar crash reports that I can't reproduce (all on iOS 14.4). The stracktrace says the following (I only pasted the part where my app is starting):
...ANSWER
Answered 2021-Jun-13 at 04:52Let's analyze
QUESTION
According to the Rfigshare readme:,
The first time you use an rfigshare function, it will ask you to authenticate online. Just log in and click okay to authenticate rfigshare. R will allow you to cache your login credentials so that you won't be asked to authenticate again (even between R sessions), as long as you are using the same working directory in future.
After installing rfigshare on a fresh machine (without an existing .httr-oauth)
...ANSWER
Answered 2021-Jun-10 at 22:05The master branch of rfigshare
seems to be out of sink with what figshare now offers in that the master branch seems to use v1 of the api along with oauth v1 authentication whereas figshare has moved on with v2 of the api and now promotes the use of oauth v2.
While I am unsure whether figshare has shutdown v1 of the api and/or has disallowed oauth v1, it seems like you might still be able to use the package if you install from the sckott
branch and use a personal access token (PAT).
To generate a PAT, navigate to https://figshare.com/account/applications in a web browser. At the bottom of this page, you can generate a PAT. When the token is presented, copy it as you will not be able to view it again (although you can easily generate a new one at any time).
You will want to store this token in your .Renviron
file. The usethis
package has a nifty edit_r_environ()
function to make this a little easier:
QUESTION
I'm trying to build ORB_SLAM2 on macOS 11.4 with clang 12 and OpenCV4 and have run into this error:
make[2]: *** No rule to make target `/usr/lib/libz.dylib', needed by `../lib/libORB_SLAM2.dylib'. Stop.
This file does not exist on my Mac and I cannot add this symlink due to macOS's SIP. The correct path should be /usr/local/opt/zlib/lib/libz.dylib
How can I fix this /usr/lib/libz.dylib
reference?
Here is my branch with my macOS build changes.
I've tried to fix the problem by:
- Inspecting each of the project's direct dependencies with
otool -L
and rebuilt from source where necessary (such as OpenCV) to make sure/usr/lib/libz.dylib
is not referenced (fix suggested here) - Using CMake's
FindZLIB.cmake
module in the ORB_SLAM2CMakeLists.txt
to ensure the correct ZLIB is found
Below is the output showing ZLIB is found but still no luck:
...ANSWER
Answered 2021-Jun-07 at 01:45Solved: I checked the CMakeFiles/Makefile.cmake and it showed me that the Pangolin library I was using was actually one from another project of mine. Building Pangolin in this project solved the issue.
QUESTION
Hi guys I tried to install this package in R but i can't load it.
...ANSWER
Answered 2021-Jun-06 at 20:33I solved the problem by downloading "gfortran-10.2-Catalina.dmg" from this website
https://github.com/fxcoudert/gfortran-for-macOS/releases which was suggested in the comments.
Although my mac version is BigSur, the Catalina file worked well.
Thanks to @BenBolker for helping me
QUESTION
I'm trying to compile this super simple code:
...ANSWER
Answered 2021-Jun-05 at 18:44As you found, this function is defined in the libcrypto
library, but you did not actually link with that library. You need to add -lcrypto
to the end of your linker command line.
The -L
option specifies a directory to be searched for libraries requested with -l
options, but does not itself add any libraries to the link.
QUESTION
Im trying to create a simple OpenGL program using lwjgl and I'm currently stuck at creating a texture to render.
The error I'm getting is a segmentation fault:
...ANSWER
Answered 2021-Jun-03 at 05:53Your image size is 2x2 and the image format is RGB. Therefore the length of a line is 6 bytes. By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes.
This is because the GL_UNPACK_ALIGNMENT
parameter by default is 4. Since the image has 3 color channels (GL_RGB
), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, GL_UNPACK_ALIGNMENT
has to be set to 1, before specifying the texture image with glTexImage2D
:
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