I'm trying to make CLion use the same version of CMake that I'm using from the command line. In Preferences > Build, Execution, Deployment > Toolchains, I tried setting a custom CMake executable path to /usr/local/Cellar/cmake/3.7.0/bin, but CMake displays a "not found" error on the same page.
For now, I had brew install the same version of CMake that CLion is using: brew switch cmake 3.6.2
But is there a way to make CLion use the version of cmake installed with brew?
Yes, you can set your own cmake binary for use in Clion.
You're on the right track, go to Preferences > Build, Execution, Deployment > Toolchains just as you did, and set CMake executabl -> Custom to
/usr/local/Cellar/cmake/3.7.0/bin/cmake
Note, your're supposed to put the absolute name of your own cmake here, not only the path to the directory containing cmake.
Related
I'm using QT Creator 3.5.1 on Ubuntu 16.0.4 for a C++ project.
"Run CMake" and "Run" commands work fine in the IDE.
I want to do these two things from a terminal without the IDE. How can I do this?
Qt creator will actually tell you in the 'compile out' pane what commands are run for cmake, usually along the line of cmake --build . -- target all. For running the application you just find the build folder and the executable, alternatively you can peek at the Projects > Run configuration (in case you specify some arguments, but clearly that's not the case)
Note that with a new cmake (>= 3.7) you want to make sure not to use cmake in the build directory that is seen by Qt Creator while that has the project open. Creator will be running cmake in server-mode and that does not like any of the cmake files being changed:-/
Creator should print exactly what it runs in the output pane. For a build that is cmake --build . --target all (in the build directory).
Make sure to run the command in the right directory. For builds that is the top level build directory, while for build targets that can be set in Project mode.
Sometimes you also need some environment variables to be set (to pick up libraries, etc.). Creator does show the environment it uses to build or run things in Project mode.
I was wondering if anyone knew of a way to import an existing cmake project into the CodeLite IDE?
This is a C++ project and I have all of the .c and .h files. I have the CMake lists and what not for the project too.
I am running on Ubuntu 16.04 with CodeLite 11.0.4.
If CodeLite is not able to do this, then is there an IDE that can import a CMake project?
You can generate a CodeLite workspace with cmake by using the -G option. First, look up all available CodeLite generators by doing
cmake --help
Keep in mind that not all might work for you, depending on your system configuration. Then use one of them as you like. For example, using Ninja you can do:
cmake -G "CodeLite - Ninja" /path
where /path is the directory where your CMakeLists.txt is located.
You can generate Codelite workspace with cmake by:
cmake -G "Codelite - Unix MakeFiles" /path (where 'path' your CMakeFiles.txt is present)
For instance:
Generate Codelite workspace
cmake -G "CodeLite - Unix Makefiles" **./**
Codelite workspace is generated
Open CodeLite and build project (P.S. do not forget to set up project appropriately (e.g. compiler / workspace settings)
According to Some programmer dude, CMAKE is able to make a codeLite project. I have tested this with the version of CMAKE that you can install with sudo apt-get install in ubuntu 16.04. This works.
I am trying to use cmake to build the Box2D library for c++. When I run cmake gui I get the error:
CMake Error: CMake was unable to find a build program corresponding to "MinGW Makefiles". CMAKE_MAKE_PROGRAM is not set. You probably need to select a different build tool.
CMake Error: CMake was unable to find a build program corresponding to "MinGW Makefiles". CMAKE_MAKE_PROGRAM is not set. You probably need to select a different build tool.
CMake Error: CMAKE_C_COMPILER not set, after EnableLanguage
CMake Error: CMAKE_CXX_COMPILER not set, after EnableLanguage
Configuring incomplete, errors occurred!
Most questions like these people have answered by saying "Add MinGw/bin to the PATH" but I already have that on the PATH. What else could be causing this error?
mingw32-make.exe can be installed with the standard MinGW32 installer via the appropriate checkbox:
As rubenvb points out, you'll still need to ensure that it makes it into your PATH. If you edit your environment variables via System Properties, be sure to close and reopen the CMake GUI.
If you're more accustomed to using make.exe, install MSYS and use MSYS Makefiles as the CMake generator. You'll also need to put both mingw\bin and msys\1.0\bin into your PATH.
I had the same problem and I added these three to my system path and errors were solved.
C:\Program Files\mingw-w64\x86_64-7.3.0-posix-seh-rt_v5-rev0\mingw64\bin
C:\Program Files\CMake\bin
C:\opencv\build\install\x64\mingw\bin
You can check this answer: https://stackoverflow.com/a/74240235/3110429
Firstly check the system.
Install MINGW https://www.msys2.org/
Install gcc, g++, gdb, and cmake using pacman.
pacman -S mingw-w64-x86_64-gcc
pacman -S mingw-w64-x86_64-gdb
pacman -S mingw-w64-x86_64-cmake
Check installation:
gcc --version
g++ --version
gdb --version
Edit environment variables for your account (PATH)
C:\msys64\mingw64\bin
For cmake project on Vscode:
Create a cmake project: https://code.visualstudio.com/docs/cpp/cmake-linux#_create-a-cmake-project
Choose the Kit (Toolchain) which was installed before
Set cmake.cmakePath (If you installed with pacman, the path should be same as gcc/g++.
"cmake.cmakePath": "C:\msys64\mingw64\bin\cmake.exe"
Reset VScode: Ctrl+shift+P and type "CMake:Reset CMake Tools for Extension State"
Configure project: Ctrl+shift+P and type "CMake: Configure". You will see "built" directory and generated files.
In the path MinGW\bin try to find make.exe or mingw32-make.exe. If you don't have it then mingw32-make.exe can be installed with the standard MinGW32 installer as shown in the pervious answer.
Then have a second copy of make.exe or mingw32-make.exe to have identical two files with those names make.exe and mingw32-make.exe
and it solved my problem.
I have installed QtCreator (4.2.2) and cmake (3.8.1) through homebrew on Mac OS 10.12.4.
I am importing an existing CMake project but when QtCreator is running cmake, I encounter the following error:
Running "/usr/local/bin/ccmake /Users/matthieu/project/source '-GCodeBlocks - Unix Makefiles' -DCMAKE_CXX_COMPILER:STRING=/usr/bin/g++ -DCMAKE_C_COMPILER:STRING=/usr/bin/gcc '-DCMAKE_PREFIX_PATH:STRING=%{Qt:QT_INSTALL_PREFIX}' -DQT_QMAKE_EXECUTABLE:STRING=" in /Users/matthieu/project/source/build-decaf-Desktop-Default.
Error opening terminal: unknown.
In QtCreator > Preferences > Environment > System, the terminal is set to:
/Applications/Qt\ Creator.app/Contents/MacOS/../Resources/scripts/openTerminal.command
My TERM env variable is set to xterm-256color. I have tried xterm-color as well but with no luck.
I start to run out of ideas if someone has any suggestions!
I suspect your Qt Creator build settings have been set up to point at ccmake instead of cmake as the CMake executable. Have a look in the Build & Run section under the CMake tab and see what executable has been set. The cmake executable is the command line tool that you want, ccmake is a curses-based UI front end to CMake meant for interactive editing of the CMake cache.
The TERM isn't being recognized. Try stepping down to something more common, like
TERM=xterm
I'm trying to follow this tutorial to get started with OpenGL: http://www.learnopengl.com/#!Getting-started/Creating-a-window and it requires downloading glfw and CMake.
I have set the downloaded glfw folder as the source code folder and I have created inside that folder another one called "build" which I then set as the build one for the binaries, as the tutorial asks.
I click on "Configure" and I select XCode as the Generator, since I'm on a Mac.
The problem is that when I try to configure the project CMake gives me this error:
The C compiler identification is unknown
CMake Error at CMakeLists.txt:3 (project):
No CMAKE_C_COMPILER could be found.
Configuring incomplete, errors occurred!
See also "/Users/standard/Desktop/glfw-3.2.1/build/CMakeFiles/CMakeOutput.log".
See also "/Users/standard/Desktop/glfw-3.2.1/build/CMakeFiles/CMakeError.log".
I've already read this question, but as far as I can understand, it doesn't have what I need:
CMake error at CMakeLists.txt:30 (project): No CMAKE_C_COMPILER could be found
If you have installed Xcode or Command Line Tools for Xcode, try this:
sudo xcode-select --reset
This happened to me with Xcode10 / Cmake 3.12 after installing Homebrew. Running sudo xcode-select --reset fixed it for me.
Did you install Xcode and Xcode Commandline Tools?
xcode-select --install
If you have Xcode Commandline Tools installed, you should no longer be receiving the xcrun is missing error.
How did you install Cmake? Once you have ensured that Xcode Commandline Tools is installed, please completely remove Cmake from your system and reinstall it. You have a screwed up configuration. There are ways to debug and fix it without a clean install, but since you are new to this, it will be the easiest and lest frustrating way.
Failing that if you do have Xcode Commandline Tools installed, hstdt suggested trying this:
sudo xcode-select --reset
This error means CMake cannot find your standard C/C++ Compiler, looks like you'll need to export the environment variables yourself. you can find the path of your C/C++ compiler with:
xcrun -find c++
xcrun -find cc
Then afterwards when you have the paths, create two variables inside the gui. If you are running it from the cline, it would be something like
cmake -D CMAKE_C_COMPILER="/path/to/your/c/compiler/executable" -D CMAKE_CXX_COMPILER="/path/to/your/cpp/compiler/executable" ...
On a fresh Xcode install the command line tools complain about agreeing to the EULA which build tools don't like. Which you can do with:
sudo xcodebuild -license
If you are on a Mac computer and have Homebrew, you can simply upgrade cmake, forcing the compiler to be reconfigured:
brew upgrade cmake
In my case, I needed to install CMake from CMake official site, download the .dmg, install it and then add the CMake folder the system's PATH.
Before the installation, the output of which cmake is /usr/local/bin/cmake.
After the installation it should be something like /Applications/CMake.app/Contents/bin/cmake.
This has solved the issue for me.
I get exactly this error if ccache is enabled on my machine. Disabling ccache fixed the problem for me.
To check if ccache is enabled, print the systems variables CC or CXX:
echo $CC
echo $CXX
This prints something like the following: ccache clang -Qunused-arguments -fcolor-diagnostics. (CC or CXX are typically overridden by the .bashrc or .zshrc file.)
To disable ccache, use the following:
CC=clang
CXX=clang++
Then rebuild the cmake project:
cmake -G Xcode <path/to/CMakeLists.txt>
Apparently, it is possible to use CMake's Xcode generator also in combination with ccache, as is described here. But I never tried it out myself.
I got this error when I had an invalid value set for CMAKE_OSX_SYSROOT. I was trying to give it the name of the SDK e.g. "macOS 10.13". Setting it to the full path of the SDK resolved the issue.
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk
Compiler detection appears to be broken with Xcode 10 and older versions of CMake. I know that it broke for me with CMake 2.2 and upgrading to the latest (2.13) solved it for me. It was working fine with Xcode 9 and it broke with the upgrade. I tried the other solutions (all good depending on your situation) but upgrading CMake fixed the issue.
If you are on CLion and facing this issue try changing the C and C++ compiler location inside Toolchains settings to the latest one. the default GCC installation directory is /usr/local/Cellar/gcc/...
after I upgrade Xcode to new verison, I met this error, then I upgrade my cmake version, problem solved.
For anyone coming to this question nowadays from google, my problem was fixed via
xcodebuild -runFirstLaunch
I found this by inspecting CMakeFiles/CMakeError.log