Has anyone ever successfully compiled xdebug to work with php? - Web App Development

I've played with a couple of different server apps that include a basic php/lighttpd setup such as bitweb server or Servers Ultimate Pro and they work great. I understand android isn't really a full blown platform necessarily meant for development work, but I'm curious if anyone has ever gotten a version of xdebug working with any of these php bundles?
I tried grabbing a cross compiler but I'm not sure how to get the xdebug configure script to finish without errors using the android cross compiler (it's dying trying to find the ld linker that goes with the cross compiler)
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Market Repository

android appears essentually a linux distro aimed at phones (maybe i am wrong?). is it possible to add a repository to the market? say for apps that are only ment for certain phones. What i mean to say is:
Could we have a repository for kaiser phones where apps are designed for or modified for kiaser?
Most apps run fine it seems to me, what exactly are you getting at?
chambo622 said:
Most apps run fine it seems to me, what exactly are you getting at?
Click to expand...
Click to collapse
for example on debian. There is a normal repository where you can find all the free programs that the debian community recommend. However since the debian devs tend to be open source nazis (they only include things that are open source) people commonly add ubuntu repositories (where things are allowed that arnt open source, like flash10).
In relation to android:
while alot of the apps run great on my phone, many apps die or dont work at all. I have seen, on this forum, requests on this forum for certain apps, that dont work, to be ported. which leads me to believe that its possible to modify those programs available in market to work for our phones.
In conclusion:
I propose the idea of creating a server which would host the android programs that have been modified to work for certain phones. ex: kaiser. On my kaiser i could browse regular apps on the android market oooor check the kaiser repository for apps that are ment for kaiser and are therefor garunteed to work.
maybe its not possible, maybe its just a bad idea. But i thought i would throw the idea out there.
(please let me know if its still not clear. Im kinda hungover and only got a few hours sleep).
also if this is possible i would be willing to help out with programming the app and i may be able to get a server going for it. (although im new to java so i would definitly need help)

Compile Native Linux Application

Is there a way to compile C/C++ into a native linux console app and run it on the Evo?
I have some utility apps as well as some demo applications I could demo for a client using something like ConsoleBot if so. I am fully rooted (NAND etc) Or better yet is there a way to take a simple android application and just make it launch a console app and stream the stdio to the view?
MikeBrWade said:
Is there a way to compile C/C++ into a native linux console app and run it on the Evo?
I have some utility apps as well as some demo applications I could demo for a client using something like ConsoleBot if so. I am fully rooted (NAND etc) Or better yet is there a way to take a simple android application and just make it launch a console app and stream the stdio to the view?
Click to expand...
Click to collapse
if you're talkin bout compiling a linux binary to run on the EVO, just use a cross compiler, should be all set.
android open source project comes with a prebuilt toolchain which should work!
hope that helps?
joeykrim said:
if you're talkin bout compiling a linux binary to run on the EVO, just use a cross compiler, should be all set.
android open source project comes with a prebuilt toolchain which should work!
hope that helps?
Click to expand...
Click to collapse
Do you have a link? I have used cross compilers to do the open iBoot chain etc to load android on my iPhone (though I did it to play with android while I was waiting for the Evo to come out). So I am "familiar" with the concept but that was a WHOLE tool chain pulled down from github and built from scratch. Is there a gcc/andoid build option after the SDK is installed or a switch that will produce a binary that can just be run from the shell?
Also, what about embedding it into a android view so it has a front end and an icon you can click but all the console input streams to that view?
MikeBrWade said:
Do you have a link? I have used cross compilers to do the open iBoot chain etc to load android on my iPhone (though I did it to play with android while I was waiting for the Evo to come out). So I am "familiar" with the concept but that was a WHOLE tool chain pulled down from github and built from scratch. Is there a gcc/andoid build option after the SDK is installed or a switch that will produce a binary that can just be run from the shell?
Also, what about embedding it into a android view so it has a front end and an icon you can click but all the console input streams to that view?
Click to expand...
Click to collapse
back end of android is linux, front end is java. there are some cross over java apps which give a simple gui to running back end linux scripts, i cant remember the names off the top of my head but im sure somebody else here can post.
for the cross compiler toolchain, here is a link to the android open source page for a standard prebuilt toolchain you can use to cross compile
http://android.git.kernel.org/?p=pl...69ba4b6c3271c94844624b34e9a3592c2c732;hb=HEAD
joeykrim said:
back end of android is linux, front end is java. there are some cross over java apps which give a simple gui to running back end linux scripts, i cant remember the names off the top of my head but im sure somebody else here can post.
for the cross compiler toolchain, here is a link to the android open source page for a standard prebuilt toolchain you can use to cross compile
http://android.git.kernel.org/?p=pl...69ba4b6c3271c94844624b34e9a3592c2c732;hb=HEAD
Click to expand...
Click to collapse
Ok maybe i am just dumb but this is failing:
git clone git://android.git.kernel.org/projects/platform/prebuilt.git
I will take a prebuilt chain any day.
MikeBrWade said:
Ok maybe i am just dumb but this is failing:
git clone git://android.git.kernel.org/projects/platform/prebuilt.git
I will take a prebuilt chain any day.
Click to expand...
Click to collapse
i know android does something funky with git and their custom binary called repo.
i just did a repo sync and grabbed the whole big package earlier today and the toolchain came thru, not positive on the specific command to just grab the prebuilt toolchain ...
hopefully somebody else with git and repo skillz can pipe up
joeykrim said:
i know android does something funky with git and their custom binary called repo.
i just did a repo sync and grabbed the whole big package earlier today and the toolchain came thru, not positive on the specific command to just grab the prebuilt toolchain ...
hopefully somebody else with git and repo skillz can pipe up
Click to expand...
Click to collapse
How big is the whole chain? Guess I could grab it all just seems like a waste of space when I just want the cross compiler.
WOW I had to post this, I was downloading the NDK and tethered to my Evo of course over 4G and I got nearly 10Mbps! Spiked at 9.8Mbps and averaged around 8Mbps that blows my normal average speeds away. I get around 4-5Mbps usually. Anyway thought you guys would get a kick out of it so I posted a screen shot.
Nothing guys?
-------------------------------------
Sent via the XDA Tapatalk App
I was getting responses when I was on development. Wish the mods hadn't bumped me to Q&A
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I got it working, cross compiled C++ to the Evo and it's running my native binaries now. Wish I could have got more support but hey, just how it is.
does that mean we can compile wine for Evo and run Internet Explorer on it? lol... j/k

[Q] Dreamweaver and phonegap + development

Last week I've gotten a HTC sensation and decided to start developing some web-like applications for it. As because I don't like Eclipse, I went with Dreamweaver CS5.5 and the included phonegap framework.
I build and emulate my application just fine, it works as expected in emulator, the .apk gets created, but when I try to do adb install haluza.apk, I get failure
Code:
Failure [INSTALL_FAILED_ALREADY_EXISTS]
which is obviously incorrect, as before the haluza.apk wasn't ever installed before. aswell adb uninstall haluza.apk reports only "Fail"
Are there some reserved words that shouldn't be used as application/site name ?
I'm more or less convinced it might be some dreamweaver thing, but am not sure
And forums are empty regarding this topic :s
Or the best solution is simply to install Eclipse and go with pure java programming ?
You try renaming it and trying an install?
Also is it just eclipse you don't like or is it java as well? Cause i cant stand eclipse either, but Intellij is a way better ide for java and their Android community edition is free
From something awesome
yep, I tried 3 different names.
Weeeell I've been doing some java at the Uni, but I don't like its appealing strictness. PHP = <3 ... But anyhow there's quite a lot demand for java developers so I guess I'll try to move on to it.
And I hate eclipse. I don't know why, it just appears SO SLOW, that it's unusable. Dreamweaver / VS.NET are like rockets compared to it.

[Q] Giving applications ARM support for Winodws RT

I'm simply inquiring about how to make a x86 application into an ARM compatible application. I've acquired the source code of an old game, Lugaru, just to practice this. What would I need to start off with doing? I'm having trouble uploading, so you can download the source here: "https://code.google.com/p/lugaru/downloads/list". I have no experience in C or C++, only Java.
Just compiling for ARM doesn't mean it will run in the WinRT environment. Theoretically, getting it to compile on ARM and run in desktop mode on a jailbroken RT device would be trivial. On mobile here so I can't view the source easily, bit depending on how it's written, it will likely require porting from Java to C++ or C# and rewriting the graphics in DirectX. You're better off taking a few Windows 8 Dev tutorials first, honestly.
OK. First of all: there's already a thread about this. In fact, I think there's a couple. They've been inactive for a while, so you'll need to find them with search, but check the RT Dev&Hacking sub-forum for "porting apps" and you should get multiple hits.
Second: I think Lugaru was looked at before. It's possible, but it won't be easy. The build system it uses (CMake) does not, so far as I know, target Win32/ARM yet, so that will either require some manual building or some tweaking of the configuration. It *should* compile under MSVC, though; in fact, I think CMake can produce Visual Studio project files. Using one of those project files, just change the target platform from x86 (Win32) to ARM (you'll probably have to add it).
Lugaru has a lot of dependencies. We've already ported some of them, like the SDL and OGG/Vorbis. Others may need to be ported.
One problem often encountered with porting games is that Windows RT lacks an OpenGL driver. Games written against DirectX will probably work, although the compatibility layer code for older DX versions is missing. There is an OGL->DX conversion/wrapper library which can support many OGL programs (at some performance cost) but I don't know how practical it is to compile against it; never tried. Links to ported libraries are in the "ported apps" thread in my signature.
GoodDayToDie said:
I think Lugaru was looked at before. It's possible, but it won't be easy. The build system it uses (CMake) does not, so far as I know, target Win32/ARM yet, so that will either require some manual building or some tweaking of the configuration. It *should* compile under MSVC, though; in fact, I think CMake can produce Visual Studio project files. Using one of those project files, just change the target platform from x86 (Win32) to ARM (you'll probably have to add it).
Lugaru has a lot of dependencies. We've already ported some of them, like the SDL and OGG/Vorbis. Others may need to be ported.
One problem often encountered with porting games is that Windows RT lacks an OpenGL driver. Games written against DirectX will probably work, although the compatibility layer code for older DX versions is missing. There is an OGL->DX conversion/wrapper library which can support many OGL programs (at some performance cost) but I don't know how practical it is to compile against it; never tried. Links to ported libraries are in the "ported apps" thread in my signature.
Click to expand...
Click to collapse
I wasn't thinking it would be easy, I was wondering if it was possible. Thank you for the information, it was very helpful. I was not aware that CMake could produce Visual Studio project files. That may make this a little easier. CMake does not target Win32/ARM at all like you thought, so I may ask another couple of questions while playing around with the config. Will I have to port it to DX11?
I think anything DX9 or later actually works. If the code already target OGL (instead of just targeting SDL and using whatever SDL's preferred back-end on that platform is) then you could try re-writing it in D3D/D2D, or using the OGL-to-DX wrapper I mentioned.
GoodDayToDie said:
OK. First of all: there's already a thread about this. In fact, I think there's a couple. They've been inactive for a while, so you'll need to find them with search, but check the RT Dev&Hacking sub-forum for "porting apps" and you should get multiple hits.
Second: I think Lugaru was looked at before. It's possible, but it won't be easy. The build system it uses (CMake) does not, so far as I know, target Win32/ARM yet, so that will either require some manual building or some tweaking of the configuration. It *should* compile under MSVC, though; in fact, I think CMake can produce Visual Studio project files. Using one of those project files, just change the target platform from x86 (Win32) to ARM (you'll probably have to add it).
Lugaru has a lot of dependencies. We've already ported some of them, like the SDL and OGG/Vorbis. Others may need to be ported.
One problem often encountered with porting games is that Windows RT lacks an OpenGL driver. Games written against DirectX will probably work, although the compatibility layer code for older DX versions is missing. There is an OGL->DX conversion/wrapper library which can support many OGL programs (at some performance cost) but I don't know how practical it is to compile against it; never tried. Links to ported libraries are in the "ported apps" thread in my signature.
Click to expand...
Click to collapse
Actually CMake can target MSVC/ARM. Please check ReactOS's source code. I tried to build an ARM version before so I know that will work.
Can it now? Well, that's handy. Thanks for the tip! Can't test this for a while, but if anybody wants to give it a shot before I have time let us all know how it goes!

android 2.1 app dev environment

i find that i prefer using my nst more & more.. in fact, my swanky but gas-guzzling tablet has been all but discarded, except for watching movies in bed.
i am going to find open-source apps, and recompile the latest sources specifically for android 2.1 eclair, as i find that most devs and google market are removing eclair from their horizons. i am particularly interested in small-sized efficient apps. i do use quite a lot of them, but mostly very old versions.
for this purpose, i want to setup a eclair-dedicated dev environment. i am happy to share all apps that i compile & use myself. hopefully, many others might find useful too.
where i need your help is with advice on how best to setup a tiny/efficient (not bloatware) dev environment, bearing in mind that it will only be used to recompile apks for eclair on b&w eink. i notice that some of you are very efficient in creating extremely small apk, and this is what i want to do.
platform:
on my debian wheezy host, i installed virtual box and created a debian wheezy minimal guest. virtualbox guest additions has significantly altered my perception of virtualbox. i had been using kvm previously.
pre-requisites:
install openjdk-7-jdk
dev environment:
google lists android studio as the only official one. it is huge, bulky, cumbersome bloatware imho. i think this is targetted at the new kids on the block not used to terminal environments. but this seems to be my only option for now, till i hear from you lot of some simpler dev tools.
my requirement is very simple, all i need to do is, change some code somewhere and compile.
so i downloaded android studio, and unpacked it in a directory reserved for my android development. loading it is like watching windows booting up! and then it downloads android sdk, which is another huge bloatware, particularly since it insists on downloading all the crap-lollipop-ware which i have no intention of using.
so my dev environment is almost ready! if anyone has suggestions or tips, or want more detailed instructions/commands, please comment..
Don't forget that the NST only runs 2.1 Éclair apps, as its OS is 2.1 Éclair.
This sounds like a great project - I also prefer my NTG (in fact, I'm on it right now!).
veloo said:
for this purpose, i want to setup a froyo-dedicated dev environment.
Click to expand...
Click to collapse
Check requirements for compiling Eclair/Froyo itself, SDK version doesn't matter since it supports all API versions.
Personally I'd use a virtual machine with oldest supported 32-bit *buntu release- better chance that required packages versions will be present in official repos.
EDIT:
This may help, discussion was related to kernel compilation however there should be link to quick tutorial about CM6 (Froyo) compilation- http://forum.samdroid.net/f28/setup-kernel-build-environment-using-virtualbox-windows-7-64-bit-4007/ (sorry if 10-sec advertisement pops up)
thanks folks.. my bad! indeed it is eclair, and not froyo. i have updated my op above.
gen_scheisskopf said:
EDIT:
This may help, discussion was related to kernel compilation however there should be link to quick tutorial about CM6 (Froyo) compilation- http://forum.samdroid.net/f28/setup-kernel-build-environment-using-virtualbox-windows-7-64-bit-4007/ (sorry if 10-sec advertisement pops up)
Click to expand...
Click to collapse
that discussion seems to be about iphone development
veloo said:
that discussion seems to be about iphone development
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Click to collapse
Nope, it's for Samsung i5700 Spica (latest official firmware- 2.1)
all that talk about crosstool toolchain arm-iphone-linux-gnueabi got me confused.. sorry!
No problem. Back then we had to use whatever was available and compiling Crosstool-NG was easier option than to get precompiled Android toolchain.
Anyway check links in the thread, there were tutorials about compiling Froyo from scratch (note: samdroid's wiki is down) and IIRC Eclair had about the same requirements
thx but my objective atmo is not compiling froyo or eclair or any roms. it is purely to compile apps for use on the nook.
I'm aware of that. IMO link provided can help you in preparation of build environment
At work I use Android Studio to build apps, but at home I still just use Notepad++, the Windows tools in the Android SDK and the (ancient) Borland make.
I probably will migrate to Android Studio at home eventually.
Still, coding by hand you learn a lot about things.
In the old days for text editing very large data files I used VE & Vedit plus the old Norton commander file manager, I could select any sort of columns within a text file in VE, hex, plus grep commands. Or ms-word macros with VB APIs if needed too. But these were for huge files from publishers. For most things though I had been using Notepad++ or UltraEdit for years. In recent past I hardly use them, instead I use Sublime Text Editor for almost everything, I like the recent portable version which launches fast. Also if I'm debugging live with breakpoints & watches & changing code in PhpStorm, the open instance of Sublime updates code as I work in PhpStorm. I tried a few modern text editors in the same league which supposedly have bested Sublime, but I keep going back to it for most coding or text. Apart from php and various text formats, Sublime handles & color codes for other types too like html, JavaScript etc. Interesting discussion on modern text/code editors & IDEs:
https://www.youtube.com/watch?v=5K-TalfLFas
Hey a nice effort to build apps optimized for Nook Simple Touch.
Renate, Marspeople, have already created some nifty apps for our device.
How about you update the OP with links to their apps(with due credit to them and express permission for the same) besides sharing your own collection of NST optimised apps ?
I'm totally noob at this, My little dream it's develope a clock app for the nook but I'm stuck in "hello world" when I try to compile my app in Android Sudio 2.1.3 it throws this error: "uses-sdk:minSdkVersion 7 cannot be smaller than version 9 declared in library" Can somebody help me?
I
Use SDK suite ver. 9 and higher or declare in library, that you're using ver.7.
Necropost, I know, but do you hhave links to posts by the people mentioned, with the apps they've developed?
aiamuzz said:
Hey a nice effort to build apps optimized for Nook Simple Touch.
Renate, Marspeople, have already created some nifty apps for our device.
How about you update the OP with links to their apps(with due credit to them and express permission for the same) besides sharing your own collection of NST optimised apps ?
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