How to get error.h in visual studio or equivalent? - c++

I have large C++ project that I inherited and am trying to transfer it from Linux to Visual Studio on Windows. Managed to link required libraries, but one build error just baffles me.
In Linux, someone was including a header <error.h> everywhere, and I can't even find a documentation page to see what it is. First I thought is part of standard library, but I am now beginning to see it's a specific header for Linux OS.
So, how do I include it in Visual studio? I can't even find what it is and am tempted to just rearrange code to use stdexcept header, as the only thing these codes do is abort compilation and printout error messages by using some error(...) function from error.h.

error.h is a header from the GNU C Library. It is not specific to Linux, it is specific to glibc.
It is documented right here (search on the page for error.h).
The functions declared in error.h should not be used in portable code, so getting rid of code that uses them is not a bad idea. Alternatively, it is not difficult to implement them.

Related

FFTW _GNUC_ is not defined as a preprocessor macro

I have linked a FFTW library to the Unreal Engine project from this website. But now when I try to include the header file to my project, I get error:
'__GNUC__' is not defined as a preprocessor macro,
replacing with '0' for '#if/#elif'
I have no idea how to fix this. I don't want to mess with the code itself, because I think it is perfectly fine. Did I forget something when linking the library? I've also tried including the header file as a C library.
Any help would be appreciated.
IDE: Visual Studio 2017 Community
OS: Windows 10 Pro 64x
UE4 Version: 4.20
UnrealEngine seems to treat many warnings as errors, so this causes trouble when trying to use with 3rd party libraries that produce those warnings. Usually it's best to fix code to avoid the warning, but I would assume you can't for whatever reason.
In this particular case you could set:
bEnableUndefinedIdentifierWarnings = false;
Inside your *.Build.cs class constructor.
If this wasn't UnrealEngine, but still Visual Studio C++, you could also try putting this before code that causes the warning (e.g. before including header in which you get the warning):
#pragma warning(disable: 4668)
https://learn.microsoft.com/en-us/cpp/preprocessor/warning?view=vs-2019
Or disable it as compilation flag:
/wd4668
https://learn.microsoft.com/en-us/cpp/build/reference/compiler-option-warning-level?view=vs-2019
In general, if you get something you feel shouldn't be an error, search web if given error number (here C4668) is not usually a warning. If it is, then this allows quick hacks like above.

C++ Windows to Linux - what do I need to know?

I'm a bit stuck on trying to port my code from Windows to Linux. I created a Bluetooth based program, which seems to work in Windows well, that I need to get working in Ubuntu.
Unfortunately the computer with Linux on isn't mine, so I can't have any easy hacks using Wine or other massive compiler altering methods, I really need some advice on porting my code across so it'll be recognised and work in the different OS.
The computer does have code::blocks installed, which from what I understand is fairly useful in converting some things for cross-OS compiling, but I'm not getting too far.
The original code was written in Visual Studio 2013 and understandably it doesn't play nice in code::blocks. I'm getting a lot of 'can't find header' errors, but I don't think simply finding all the missing headers and copying them across will work (will it?).
I need some suggestions on the easiest, stand alone solution for my situation. By standalone I mean I want to get as much of the needed changes and libraries in my project, rather than change/install lots of things on the Linux machine.
I don't really know where to start and searches online don't seem to be too helpful.
Thanks!
First of all, I suggest you examine your Windows code, and use the PIMPL idiom (also here, here, ...) in your classes to isolate all platform-dependent code to separate windows and linux class implementations. Your main platform-independent class then will simply delegate to each implementation at compile time using preprocessor macros to include the appropriate platform implementation header and cpp files.
Beyond this, many runtime functions, as implemented in Visual Studio as either Microsoft-specific, or have been 'modified' and are no longer compatible or even have the same names as the standard ones you will find in linux. For these, you'll need to use a platform.h and platform.cpp file, with separate sections for the two operating systems, containing the missing functions in either macro-defined form (i.e. windows: strnicmp(), linux: strncasecomp() ), or write the missing ones yourself. Example:
// Linux section ...
#ifdef LINUX
#define strnicmp strncasecmp
#endif
The final work involved depends on how many windows-specific calls you have in your code.

MS vs Non-MS C++ compiler compatibility

Thinking of using MinGW as an alternative to VC++ on Windows, but am worried about compatibility issues. I am thinking in terms of behaviour, performance on Windows (any chance a MinGW compiled EXE might act up). Also, in terms of calling the Windows API, third-party DLLs, generatic and using compatible static libraries, and other issues encountered with mixing parts of the same application with the two compilers.
First, MinGW is not a compiler, but an environment, it is bundled with gcc.
If you think of using gcc to compile code and have it call the Windows API, it's okay as it's C; but for C++ DLLs generated by MSVC, you might have a harsh wake-up call.
The main issue is that in C++, each compiler has its own name mangling (or more generally ABI) and its own Standard library. You cannot mix two different ABI or two different Standard Libraries. End of the story.
Clang has a specific MSVC compatibility mode, allowing it to accept code that MSVC accepts and to emit code that is binary compatible with code compiled with MSVC. Indeed, it is even officially supported in Visual Studio.
Obviously, you could also simply do the cross-DLL communication in C to circumvent most issues.
EDIT: Kerrek's clarification.
It is possible to compile a large amount of C++ code developed for VC++ with the MinGW toolchain; however, the ease with which you complete this task depends significantly on how C++-standards-compliant the code is.
If the C++ code utilizes VC++ extensions, such as __uuidof, then you will need to rewrite these portions.
You won't be able to compile ATL & MFC code with MinGW because the ATL & MFC headers utilize a number of VC++ extensions and depend on VC++-specific behaviors:
try-except Statements
__uuidof
throw(...)
Calling a function without forward-declaring it.
__declspec(nothrow)
...
You won't be able to use VC++-generated LIB files, so you can't use MinGW's linker, ld, to link static libraries without recompiling the library code as a MinGW A archive.
You can link with closed-source DLLs; however, you will need to export the symbols of the DLL as a DEF file and use dlltool to make the corresponding A archive (similar to the VC++ LIB file for each DLL).
MinGW's inclusion of the w32api project basically means that code using the Windows C API will compile just fine, although some of the newer functions may not be immediately available. For example, a few months ago I was having trouble compiling code that used some of the "secure" functions (the ones with the _s suffix), but I got around this problem by exporting the symbols of the DLL as a DEF, preparing an up-to-date A archive, and writing forward declarations.
In some cases, you will need to adjust the arguments to the MinGW preprocessor, cpp, to make sure that all header files are properly included and that certain macros are predefined correctly.
What I recommend is just trying it. You will definitely encounter problems, but you can usually find a solution to each by searching on the Internet or asking someone. If for no other reason, you should try it to learn more about C++, differences between compilers, and what standards-compliant code is.

Where can I see the code used in C++ standard libraries?

When I compile a program with #include
where can I see the contents of that file, and also since that file contains declarations, where can I see the actual code used in those functions?
Is it open to everyone or is it not available to the public?
The actual code is in the platform-specific standard libraries that come with your compiler, you can see it by looking at the standard library implementation source.
Here's the documentation (and source) for libstdc++ by GNU (it comes with gcc): http://gcc.gnu.org/onlinedocs/libstdc++/latest-doxygen/index.html.
Download the source from one of these mirrors: http://gcc.gnu.org/mirrors.html
Generally the #included file is readable, but the library it implements is generally not readable. The include files on a mac are in /usr/include/c++.
The library code depends on the compiler. For Gnu C++ used in linux and Mac you can definitely see the code. You might have to download it. It is available at http://gcc.gnu.org/libstdc++/
I don't think Windows C++ library code is available.
It depends on what toolchain you are using, not every vendor is making his implementation public. You can have a look at the GNU C library for starters: http://www.gnu.org/software/libc/
Dinkumware, the company behind the C++ standard template library that is used in Visual Studio for example, is offering a commercial product, thus the code is not available to everyone - it really depends on your license. Some versions of Visual Studio indeed ship with the source code of the runtime included.
As for the STL, there is also STLport, an open source STL implementation.
Your best bet will indeed be the projects that gcc/g++ depend on.
The C++ standard itself is just this: a standard. The implementation of which is done by many vendors. STLport and GNU libstdc++ are both open source and can be looked at as a whole. Visual Studio ships with Dinkumware C++ standard library. It is closed source.
Nevertheless, you can always see the source of the headers by opening the include directory of your C++ standard lib. The files are named just like you include them. Much of it is implemented in headers anyway. But are pretty much unreadable to the untrained eye.
But when it comes to using the C++ library don't depend on the exact source code of it, but rather on what the C++ standard says. Don't program to an implementation, but rather to the standard.
Run this command from your command line:
find /usr -name iostream
That will tell you the directory you want.
If you use something like Visual Studio, you can put a break point and then start line-by-line stepping through your code and it will open the included files as you go along. Quickest way into a file in my opinion. Otherwise you can find the code somewhere on your PC ... on mine its in C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\crt\src\ostream for example, replacing ostream with iostream, sstream, etc (note that those are file names without extensions) but also if you look at the directory you'll see a lot of .h and .c files
All system headers ship with your compiler. On Linux systems, these can normally be found under /usr/include . On other platforms, the will normally live where you installed the compiler.
Commercial libraries do not normally ship source code. On linux, these can normally be found in the source pacakges.

What Should be the Structure of a C++ Project?

I have recently started learning C++ and coming from a Ruby environment I have found it very hard to structure a project in a way that it still compiles correctly, I have been using Code::Blocks which is brilliant but a downside is that when I add a new header file or c++ source file, it will generate some code and even though it is only a mere 3 or 4 lines, I do not know what these lines do. First of all I would like to ask this question:
What do these lines do?
#ifndef TEXTGAME_H_INCLUDED
#define TEXTGAME_H_INCLUDED
#endif // TEXTGAME_H_INCLUDED
My second question is, do I need to #include both the .h file and the .cpp file, and in which order.
My third question is where can I find the GNU GCC Compiler that, I beleive, was packaged with Code::Blocks and how do I use it without Code::Blocks? I would rather develop in a notepad++ sort of way because that is what I'm used to in Ruby but since C++ is compiled, you may think differently (please give advice and views on that as well)
Thanks in advance, ell.
EDIT: I'm on Windows XP & thanks for the lighting fast replies!
To answer your questions:
The lines are include guards. They prevent the header file being included more than once in any given translation unit. If it was included multiple times, you would probably get multiple definition errors.
Header files are #included in .cpp files and in other headers. .cpp files are not normally #included.
The C++ compiler that comes with Code::Blocks is called MinGW GCC, and can be found in the bin directory of the MinGW installation. To find it, do a Windows search via explorer for 'g++'. To use it, you will need to put the directory it is in on your search path. Note the version of the compiler that ships with Code::Blocks is quite old - you can get a much more recent version from here.
That's an inclusion guard, to prevent a .h file from being included twice. Besides saving time, this is often in fact required to avoid defining things twice.
You should include only the .h. The .c file will be linked to your program in some form. For small programs, you can just pass all the .c files to gcc, but larger programs will involve intermediate .o files or even libraries (static or dynamic).
You can definitely work without an IDE. There are many ways to install the gcc compiler on Windows, including Cygwin and MinGW. I think you are correct that Code::Blocks comes with a gcc executable, but I don't know where it is or what version.
Those lines make it so that if a file is #included twice, everything will continue to work. That in turn lets you treat header-file dependencies as a simple directed graph, which is definitely easiest.
You don't #include .cpp files. (Well, not unless you're an evil programmer. Don't do it!)
I'll let others (or google!) tell you about gcc, but it might help if you were to describe what platform you're using.
All of your questions have been answered by others, except this:
I would rather develop in a notepad++
sort of way because that is what I'm
used to in Ruby but since C++ is
compiled, you may think differently
(please give advice and views on that
as well)
I think this is a very bad idea. A fully fledged IDE with an integrated debugger, jump to symbol definitions, refactoring capabilities, a profiler, intellisense and more is practically a must for any real world project.
And the absolute best is Visual Studio* with Visual Assist X**. Code::Blocks pales in comparison ;)
* If you study in a university you can usually get it for free through MSDNAA; otherwise there the Visual Studio Express edition whicih is free
** 30 days evaluation period