GStreamer Tutorials - Unknown type name 'time_t' - gstreamer

I installed GStreamer from https://gstreamer.freedesktop.org/documentation/installing/on-mac-osx.html?gi-language=c and then downloaded the tutorials from https://gitlab.freedesktop.org/gstreamer/gst-docs/
Opening up the tutorials in XCode and running them yields:
Unknown type name 'time_t'; did you mean 'size_t'?
I think I might be missing a small step here like the wrong libraries are linked or something. Any advice would be great.

This is an issue of another header file with the same name (from libavutil in GStreamer) being imported before the system time.h. Setting "Always Search User Paths" to "No" in the project's Build Settings did not help, I had to manually insert system path, in my case /Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/usr/include/sys, before the GStreamer paths into "Header Search Paths" box. There's probably a better way

Related

Eclipse C++: fatal error: cheddar.h: no such file or directory

[RHEL v7.3, Eclipse Photon, C/C++ Project with Eclipse-generated Makefile]
Attempting to include a custom library named cheddar.h results in
Fatal Error: cheddar.h: no such file or directory
Research 1 and 2 suggests manually adding the include path by first alt-clicking the project in Project Explorer, and then manually adding the path :
Properties -> C/C++ General -> Paths and Symbols : Includes : Languages, GNU C++
No luck.
It works if I do things the old-fashioned way, and add the path to the makefile with a -I option, like so
-I/home/kmiklas/lib/
..but I feel like I'm working-around the issue, and I want this set up properly; the way it should be set up.
How do I correctly specify a custom include path in Eclipse? Tyvm :^)
What is wrong with CMake/Makefile?
I don’t know, but this just sounds like an XY problem. But what’s even more confusing is how you’re so reluctant to use a solution that you’ve already got (as in it’s bugging me).
Anyway
What may aid you in this is to ditch eclipse’s settings and just use the compiler’s. Eclipse uses (GCC/G++ (probably)). What you can do is set some environment variables DUN DUN DUHH!
These environment variables are aptly named: C_INCLUDE_PATH and CPLUS_INCLUDE_PATH. If, however, you want the same for both (you want to use it for both languages) you can just set CPATH.
You’re probably thinking: what else can I do with this marvel... and for that I direct you to the official GCC website.

Mosek and Code::Blocks, first steps - trouble compiling

I'm having trouble compiling a Cpp code in Code::Blocks, using windows (idk if thats relevant) and the Mosek library.
The first step i did was to add the path to the library through Project->Build options...->Search directories-> compiler: Policy "append target options to project options", adding the following path:"........\Program Files\Mosek\7\tools\platform\win64x86\h" (fyi at first ive used "/" instead of "\" but then somewhere i've read that in windows i should put the other way around, so i did the change. Either way the problem persists.)
But then it wouldn't recognize any command coming from Mosek library - the error would be "undefined reference".
Then i've tried to solve this issue by adding the folder where the mosek.h file is to Code::Blocks, through Project->Build options...->Linker settings: Policy "append target options to project options", linking mosek.h
But now the program informs me the following error: file ld.exe, message "cannot find -lmosek.h".
I'm really new to all of these, and tried to solve those googling it but i don't know what else to do. can someone please help me?

Kazmath error when adding 64 bit support

I've updated to Cocos2d v2.2, and added arm64 in my build settings. When i run my project i get this error:
Lexical or Preprocessor Issue,
'kazmath/neon_matrix_impl.h" file not found
Okay, my guess is that your project's header search paths need to be updated.
To do this, go into the project "Build Settings" and type in "header search" to easily look up the header search path setting. It should look like this:
Open Build Settings http://www.apusstudio.com/wp-content/uploads/2014/09/Screen-Shot-2014-09-22-at-8.46.14-am-1024x399.png
And make sure these two paths are in there:
$(SRCROOT)/../cocos2d/cocos/platform/ios
$(SRCROOT)/../cocos2d/cocos/platform/ios/Simulation

Eclipse CDT MinGW path variables

My Eclipse didn't show any console outputs.
I tested the ".exe" in the debug file of my C++ project, with wich i received an error that "libgcc_s_dw2-1.dll" was missing.
I read abit on this and i found that i could simply copy/paste that file from my c:/MinGW/bin folder to the ".exe" in the "/debug" folder of my project.
That helped me with that error but i then received the message that "libstdc++-6.dll" was missing, so i did the same again.
Now The ".exe" works fine and I get an output in my eclipse.
But now i'm afraid that i will get simillar erro's at my next build if i use some what more complex programming.
I also think that it would be very timeconsuming if i have to add those files too all of my future projects.
Question:
So my question now isn't there a way to tell eclpise that those .dll files are at "c:/MinGW/bin"?
PS.
I suspect that a similar question already exists but I wouldn't have a clue on what tags I'd have to search for.
Speacial thanks to #Deniz !
right click on "my computer" => properties .
on the right select "Advanced system settings".
open "Enviormentvariables"
search for "path"
select Edit
you'll have a list of paths, hit "end" on your keyboard to make sure you are at the end of this list.
then add ";" to close the previous path and add the path to your MinGW/bin location. (by default C:\MinGW\bin).
result in adding ";C:\MinGW\bin"

Working with Box2D/Cocos2D in an external iOS project

I have followed the instructions as per this article and have been working with Cocos2D without much issues. Recently, I tried including the Box2D headers to try some physics like so:
#import "Box2D.h"
This resulted in a lot of errors where the Box2D.h file could not include the rest of the header files:
../cocos2d-iphone-0.99.5/external/Box2d/Box2D/Box2D.h:34:0 ../cocos2d-iphone-0.99.5/external/Box2d/Box2D/Box2D.h:34:37: error: Box2D/Common/b2Settings.h: No such file or directory
That's the first error and the rest of the 23 are like that, but for the different headers in Box2D.h.
I have already added the projects/targets to the current project as per the instructions in the article, so my project currently looks like this:
Also, I have attempted to remedy this by selecting all .m files in my project and setting the file type to sourcecode.cpp.objcpp but do not think that this is the issue. I am certain that under the User Header Search Paths build setting, the folders where these headers are stored are added. If it weren't, Cocos2D wouldn't be able to compile either.
What am I doing wrong?
I don't know if this is immediately obvious to other programmers, but I fixed this by checking the Always Search User Paths setting in the target settings. Hope it helps someone else.
Another solition for me is removing blank characters from directory names. Forexample if your project folder such as
"user/prj 01"
change it to
"user/prj01".