linker | form objects in ActiveRecord | Storage library

 by   glaucocustodio Ruby Version: Current License: MIT

kandi X-RAY | linker Summary

kandi X-RAY | linker Summary

linker is a Ruby library typically used in Storage, Ruby On Rails applications. linker has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A wrapper to form objects in ActiveRecord. Forget accepts_nested_attributes_for.
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            kandi-support Support

              linker has a low active ecosystem.
              It has 13 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of linker is current.

            kandi-Quality Quality

              linker has no bugs reported.

            kandi-Security Security

              linker has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              linker is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              linker releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed linker and discovered the below as its top functions. This is intended to give you an instant insight into linker implemented functionality, and help decide if they suit your requirements.
            • Set custom fields
            • Filter column names
            • Sets attributes in a set of attribute names
            • Create a list setter for all attributes and setter
            • Returns true if belongs to the given association
            • set template file
            Get all kandi verified functions for this library.

            linker Key Features

            No Key Features are available at this moment for linker.

            linker Examples and Code Snippets

            No Code Snippets are available at this moment for linker.

            Community Discussions

            QUESTION

            Can't build test suite in cmake project with Boost.Test on Apple Silicon
            Asked 2021-Jun-14 at 12:34

            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 12:57

            QUESTION

            LAPACKE C++ linking error. Unable to find function
            Asked 2021-Jun-12 at 23:53

            I'm looking to use the LAPACKE library to make C/C++ calls to the LAPACK library. On multiple devices, I have tried to compile a simple program, but it appears LAPACKE is not linking correctly.

            Here is my code, slightly modified from this example:

            ...

            ANSWER

            Answered 2021-Jun-12 at 23:53

            I am compiling with: g++ -lblas -llapack -llapacke -I /usr/include main.cpp

            That command line is wrong. Do this instead:

            Source https://stackoverflow.com/questions/67943040

            QUESTION

            Build is failing for older projects for React-Native iOS XCode Version 12.5
            Asked 2021-Jun-11 at 17:21

            It is very new to me see this problem which started happening recently. Previously my app used to work fine on the iOS simulator by running this command react-native run-ios. Now I have done a lot of research and made my app run via XCode. But somehow the metro bundler is not linked when the app runs via XCode.

            I tried running the app via react-native run-ios and every time I am seeing this error. It is too big to copy paste every error here, but here are some of them:

            ...

            ANSWER

            Answered 2021-May-03 at 23:46

            I am guessing all third party Pods will need to update their RN Pod Specs to use XCFrameworks. That's what I just did and it seems to work ok.

            This means that you, as an RN package user, you will either need to wait for the package authors to update their podspecs to use XCFrameworks or add a build config that excludes the 'arm64' arch (but then will not work on M1 macs).

            Alternatively, you can visit the node_modules//thrid-party.podspec and update it yourself. But that means you will need to build the XCFrameworks yourself too. So.....

            Source https://stackoverflow.com/questions/67367050

            QUESTION

            xCode Cocoapods build fails "Undefined symbols for architecture x86_64"
            Asked 2021-Jun-11 at 14:35

            I want to build my Xcode project (react native & swift) for the simulator and on a real device.

            The simulator worked great. Today I tried to build it for my device, I selected my device in the Xcode bar and added the scheme to release (I had to do this because I'm using react native and otherwise the bundle is not packed)

            Then an error during the build occurs (in this case for the dependency RNPurchases, but this is completely random. sometimes it's Expo-Keep-Awake or Facebook)

            ...

            ANSWER

            Answered 2021-Mar-31 at 10:59

            Go to xcode project -> Build setting -> Architecture -> Excluded architecture -> (arm64)set

            Try to build & run

            Source https://stackoverflow.com/questions/66885925

            QUESTION

            Calling a function template before and after a more constrained version is defined gives weird results
            Asked 2021-Jun-10 at 18:31

            My coworkers showed me following example today:

            Run on gcc.godbolt.org

            ...

            ANSWER

            Answered 2021-Jun-10 at 18:31

            Cool. Every compiler is wrong.

            Within bar, the call to foo(value) only has the unconstrained foo visible in scope. So when we call foo(value), the only possible candidates are (1) that one (2) whatever argument-dependent lookup finds. Since T=int in our example, and int has no associated namespaces, (2) is an empty set. As a result, when bar(42) calls foo(42), that's the foo that is the unconstrained template, which should print 1.

            On the other hand, within main, foo(42) has two different overloads to consider: the constrained one and the unconstrained one. The constrained one is viable, and is more constrained than the unconstrained one, so that's preferred. So from within main(), foo(42) should call the constrained foo(same_as auto) which should print 2.

            To summarize:

            • Clang gets this wrong because it apparently caches the foo call and that's incorrect - the other foo overload isn't a specialization, it's an overload, it needs to be considered separately.

            • gcc gets this right in that the two different foo calls call two different foo function templates, but gets this wrong in that it mangles both the same so that we end up with a linker error. This is Itanium ABI #24.

            • MSVC gets this wrong in that argument-dependent lookup within bar for foo(value) finds the later-declared foo.

            More fun is if you change the functions to be constexpr int instead of void, which lets you verify this behavior at compile time... as in:

            Source https://stackoverflow.com/questions/67926577

            QUESTION

            OpenCV for Android via Visual Studio to Unity
            Asked 2021-Jun-10 at 16:27

            I tried to compile a .so library using Visual Studio 2019 along with OpenCV Android in order to use this library in Unity. There are some answers on how to configure Visual Studio to use OpenCV Android (here or here) but none of these work for me. Below you can see my configurations.

            Visual Studio 2019 (running on Windows 10)

            android-ndk-r21e // also tried with android-ndk-r15c android-ndk-r16b and android-ndk-r17c

            OpenCV Android 4.5.2 // also tried with OpenCV Android 4.0.0, 4.0.1 and 4.1.0

            My settings in Visual Studio 2019 look as follows:

            Configuration Properties

            - General

            • Platform Toolset Clang 5.0 (also tried Clang 3.8 or GCC 4.9)

            • Configuration Type Dynamic Library (.so)

            • Target API Level Nougat 7.0 (android-24) (also tried different versions)

            • Use STL LLVM libc++ static library (c++_static) (also tried "GNU STL static library (gnustl_static)")

            C/C++

            - General

            • Additional Include Directories "Path to OpenCV_4_5_2_Android\sdk\native\jni\include"

            • Code Generation Enable C++ Exceptions "Yes(-fexceptions)"

            • Language C++17(-std=c++1z)

            • Precompiled Headers Not using Precompiled Headers

            Linker

            - General

            • Additional Library Directories Path to OpenCV_4_5_2_Android\sdk\native\libs\armeabi-v7a

            - Input

            • Additional Dependencies Path to OpenCV_4_5_2_Android\sdk\native\libs\armeabi-v7a\libopencv_java4.so

            My Source.cpp I try to compile is just a single function for testing purposes

            ...

            ANSWER

            Answered 2021-Jun-10 at 16:27

            I had the exact same issue as you (though I used c++ 11) with the exact same setup, and struggled for days. I believe the errors you're seeing (like me) are from arm_neon.h. Very oddly, I was able to just build (not run) the .so successfully, even with those errors (I say "errors" because if you look at arm_neon.h, others pop up), so try it. Maybe it's some kind of IntelliJ/Intellisense mistake more than anything else where it's catching false negatives from some other toolchain setup.

            At the same time, I'm not 100% sure I was always able to build with that issue, so try these steps as well if you can't:

            1. use OpenCV 4.0.1 with Android NDK 16rb. The NDK matters when it comes to OpenCV builds, and this is the only supposed match that I know of.
            2. follow this tutorial from scratch: https://amin-ahmadi.com/2019/06/03/how-to-use-opencv-in-unity-for-android/
            3. if the downloaded OpenCV android SDK is still giving trouble, build OpenCV from the source using his other tutorial here: https://amin-ahmadi.com/2019/02/03/how-to-build-opencv-4-x-for-native-android-development/ and then repeat step 2.

            MAJOR EDIT: OpenCV 4.5.2 needs to be treated differently because it no longer uses toolchains with gnu c++. -When you build OpenCV from CMake, build with Android NDK 21e, and do not use the toolchain in OpenCV 4.5.2. Use the one inside the Android NDK's build folder (android-ndk-r21e\build\cmake). -When you build your .so from Visual Studio 2019, do not use the GNU STL, use the LLVM. GNU c++ is no longer part of Android NDKs, and you need to cut it out of the process entirely. -In the Linker Input, put the names of your library files (or file, if it's just the world one) in the Library Dependencies field, not the Additional Dependencies field. -Everything else is the same as in those common tutorials.

            Source https://stackoverflow.com/questions/67777653

            QUESTION

            OpenGL extensions not linking on Windows
            Asked 2021-Jun-10 at 14:30

            I'm trying to link OpenGL to an application for Windows (building on Windows).

            I'm using Conan as package manager, CMake for building and MSVC as compiler (and CLion as IDE).

            The program compiles, but I have linker errors, for what I believe to be extension functions in OpenGL:

            ...

            ANSWER

            Answered 2021-Jun-10 at 14:30

            I'm compiling with GL_GLEXT_PROTOTYPES=1.

            Well, don't do that. That is never going to work in a portable way. On windows, the opengl32.dll always exports only the functions which are in OpenGL 1.1, and for everything beyond that, you have to rely to the OpenGL extension loading mechanism at runtime.

            I have tried:

            • [...]
            • Adding GLEW

            That's a step in the right direction. But this does not make things to magically work. A GL loader like GLEW typically brings its own header as a replacement for GL.h and glext.h etc., and the typical GL loader (like GLEW) simply re-define every GL functions as a macro, like this:

            Source https://stackoverflow.com/questions/67921973

            QUESTION

            Rust custom bare metal compile target: linker expects "_start" symbol and discards unused ones: How can I specify a custom entry symbol?
            Asked 2021-Jun-10 at 12:17

            I'm cross compiling bare metal 32-bit code for x86 with Rust and I'm facing the problem, that the final object file is empty, if the entry function is not exactly called _start; the linker throws all code away because it sees it as dead. I'm familiar with the fact, that _start is a well-known entry point name, but the question is still:

            What part in Rust, LLVM or Linker forces this? Also attributes like extern "C" fn ..., #[no_mangle] or #[export_name = "foobar"] do not work (get thrown away by the linker). My guess is, that it's not the Rust compiler but the linker. As you can see, I use rust-lld as linker and ld.lld as linker-flavor in my case (see below).

            1. Where does the required _start-come from? Why does the linker throw my other code away?
            2. Whats the best option to specify my custom entry point to the linker?

            x86-unknown-bare_metal.json

            ...

            ANSWER

            Answered 2021-Jun-10 at 12:17

            New Answer [Solution]

            The real solution is quite simple but was hard to find, because it's hard to digg for possible options and solutions in this relatively undocumented field. I found out, that llvm-ld uses the same options, as GNU ld. So I checked against the GNU ld link options and found the solution. It has to be

            Source https://stackoverflow.com/questions/67918256

            QUESTION

            How do you specify a threads dependency in cmake for distributing a header-only library in a cross-platform way?
            Asked 2021-Jun-09 at 23:50

            I was contributing to a nice little c++ header-only library and I was fixing up the cmake to make the library properly installable and findable/usable by other projects. The library itself does make use of various parts of the stl including those that you are required to link manually. Specifically it makes use of std::thread et al. How does one, in a cross-platform way, specify that a header-only library depends on linking pthread on linux but do something else on windows or other platforms?

            Maybe this is a non-issue but I had assumed that you should do something like this for linux:

            ...

            ANSWER

            Answered 2021-Jun-09 at 23:50

            CMake comes with the Threads package for that very purpose:

            Source https://stackoverflow.com/questions/67912839

            QUESTION

            Cannot install mysqlclient in virtualenv on new Mac
            Asked 2021-Jun-09 at 15:37

            I'm trying to get a project I have up and running on a Linux Ubuntu machine on a new MacBook Pro but I'm getting the following error when running pip install mysqlclient within a virtual environment. Please not, it install within issue in the main environment. I'm new to iOS so not sure where to go

            ...

            ANSWER

            Answered 2021-Jun-09 at 15:37

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

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            Install linker

            Add this line to your application's Gemfile:.

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