I woulk like to add a c++ library (.so for android and .a for iOS) to my MAUI Project but the AndroidNativeLibrary buid action is missing and I dont see how I could achieve something similar. Having 3 separate projects in Xamarin Forms, I was able to do it (using p/invoke). Anyone solved this yet ?
I tried adding the libraries to the Resources folder or the Platform folders but without success
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I have an issue with custom libraries that reference headers in other custom libraries.
This is under Eclipse (2020-03) with the 9.11 CDT - Arduino Plugins. (So the latest Version at this time)
Until now I have been using Sloeber, which included all include paths from all custom libraries so everythig was building fine. But with the latest Eclipse/CDT version sloeber does not work anymore. Since it should not really be necessary anymore anyway, I am trying to get my projects to build with just the CDT-Arduino Plugin(s).
Simple projects are Building fine, but more complex have issues…
The build process (makefile generation) seems to scan though the libraries directory, because I can see all the entries in the makefile to build the things it findes in there. But I one of these libraries referneces a header of another one it failes to find it.
Of course I could just edit the include and make it relative, but since these are imported libraries I prefer not to make changes in the code.
With the Arduino plugin there is also no configuration for include paths etc in the project properties any more :-( Normally I would have added the include path there, but the arduino Plugin seems to want to do it all by itself...
Any idea, how I can add the required include paths? Is there a way to do this in the makefile.ini?
I found a different and better way to add custom libraries, which also solves the include path problem. Sadly there is no documentaion about this.
Anyway, it is very simple, just copy the library to the …/.arduinocdt/libraries/ folder. The custom library must contain a library.jason and library.properties file. When opening the Arduino download manager, you can see the new lib and ýou can add it.
Eclipse will read the library version from the json/properties and copy the data in the correct form in a sub directory with the version number.
For libraries added this way, all includes/headers will be found without Problems including libraries referencing other libraries.
I have an application where I am compiling against the libraries Qt (5.11) and Paraview (5.6). I am developing in C++ and I am also coding in Eclipse.
Yes, I am aware that Paraview is more of an application then a library. However, I will be using it as a library to intergrate Paraview in my application in order to visualize some data. I could use QT creator and that would take care of the QT library. However, I am not very familiar with QT creator as an IDE and my entire workflow has been based around eclipse. For this, I would like to utilize components that I am familiar with.
Now, as many of you know, the QT library is large, very large. So is Paraview. I could create a search path for each folder containing the header files I need in the C++ include settings. If I go in this direction, then my library search path will be long, very long. Also, there might be a situation where I need to change computers (for whatever reason), I would then need to edit the search paths for the new computer and that will take time.I had thought that I could only include the paths to the include files that I needed. And I have started to do that. However, when I compile my application, I noticed that the libraries would use include files that are located in a directory that Eclipse is not even searching in. At the end of the day, I would need to include all of the directories to which the header files are stored in.
I was wondering if there might be a better method to reference all of the files that my project needs? Both come with make files (I believe that Qt includes a QMake file?). Is there a simpler method to include all of the files instead of editing the C++ include path for eclipse? I did see an option for QMake in Eclipse, is there anything that I can do with that feature to compile to QT library with my application?
Thank you and any feedback is appreciated. Also, feel free to suggest edits or clarification so that my description is clear.
Note some good practices when working with eclipse and qt or other large library.
Include the directories with a headers
If you use option "Generate Makefile automatically", add group include path with GUI Eclipse:
copy the directories with a headers (via system explorer);
go to project properties/C/C++Build/Settings/Tool Settings/GCC C++
Compiler/Includes.
paste directories (Ctrl+V) into "Include paths" list.
If you are using a qt-eclipse-integration plugin, you can add folders via the Discovered scanner configuration. You can find it if open: project properties/C/C++ Include Paths and Symbols/Add Contributed...
Create new project
if you already have a customized project, you can use it as a template:
make a copy of the customized project and name "mytempate";
delete all files from "mytempate".
When you want to create a new project, copy the template and specify (in the copy dialog) the path where the source codes are located.
Now you have a finished new project with settings and code.
Change computers
Use one of the ways:
1. Export C/C++ project settings for use in another workspace via project properties/C/C++ General/Paths and symbols/Includes/Export Settings...
2. Pack in the archive eclipse and workspace and copy your another computer.
I am creating a C++ shared library and targeting multiple platforms (Android, iOS and Windows). Usually, I use this step to the create the shared library. I first create a Console DLL Windows library project which creates dll share library I can use for testing on Windows.
The problem is that when I want to build the project to generate Android and iOS shared libraries, I have to create a new project then select "Dynamic Shard Library (Android)" and "Dynamic Shard Library (iOS)" and then manually copy the existing C++ header and source files to that new Project. I basically have to create new project for each platform. After this, I have to change some settings to match the settings from the original C++ Windows project.
This is tiresome and I can't continue to do it like this.
Is there a way to add more target platforms to an existing project without creating new project? I just want to be able to change the platform then build the project from one project only. Is this possible?
At the moment I'm using Visual Studio C++ with SFML Graphics, Windows, and System libraries (plus opengl / relevant dependencies).
I'm attempting to sync this project with a group of us who all need to work on it (via GitHub) but it seems (at first glance, at least) like the project file will need different 'include' paths for each person wanting to run the project on their machine. Could get tedious if we're all constantly syncing different settings.
TL;DR: Is there a way to install SFML to the project directory so that the project can be opened and run on any machine without needing to configure the project settings?
As a variant, I'm storing only source in the repository, without project preferences. It also helps in different platforms. I use windows+visual stuido and linux+eclipse.
Or you really can put "include", "lib" folders of SFML into your projects directory like other usual files.
Visual Studio 2015 has integrated Android Emulator support. They even have a pre-made template to set up Windows Phone, Android, and iOS targets. It seems like there should be some way of setting up SDL 2.0 in the same solution to easily toggle between Android and Windows targets.
A valid answer to this question will simply be a set of steps to set up the targets for an example SDL2 program that compiles and creates a simple OpenGL/ES context rotating cube or similar which will either create a window and run as a windows .exe or execute in the android emulator depending on the target.
Please include all steps in the body of your answer in a numbered bullet list so that it is a complete stand-alone answer.
For android specific settings. (Setting up makefiles, the AndroidManifest.xml, etc.) refer to SDL2/docs/readme.android and general "command line android help" on the internet.
Setting up the VS2015 solution generally goes as follows:
Create new folder project
Put game source in project/src
Create shared items project in project/
Create an android makefile project into project/android
Create an android basic application(ANT) project into project/android
Copy the contents of SDL2/android-proj to project/android
In the solution explorer check "show all files" and "include in project" all files from SDL2/android-proj except jni to the basic application project.
In the references of the basic app project add the makefile project.
In the references of the makefile project add the shared items project.
Edit project/android/jni/src/Android.mk to compile your files in projects/src
After building the makefile project, add its resulting .so files from project/android/libs/ to the basic app project.
Create other project like usual except instead of including source, just include shared items project in references.
Here is where you can find the shared items project: