I would like to use this library in ESP32:
https://github.com/CoolProp/CoolProp.git
It needs to be cross compiled.
And I have searched half the internet but no luck.
Anyone? Somewhere?
This library is for Mac, Windows or Linux. If you wish to port it to ESP32, it'll be a challenge - to put it mildly. There are no instructions for such work. You need to know (or learn) the code, the tools, the platform and figure it out.
Related
A group of students and I are making a C++ game, but they have Windows and I have a Mac is there something we can use to share code between the systems?
I know Eclipse will work but I get Unresolved conclusion: <iostream> as an error. If anyone can help with that it would be great.
If you want something to actually "share the code" with, I would recommend git using github as the remote location. Its free and easy to use.
If your question is about the code not working, make sure you have X11 configured properly, and have the Eclipse C++ plugin installed.
And I would also recommend using XCode as your editor instead of Eclipse. It has a much better environment for C++, IMHO.
Hope this helps.
Personally I'd recommend setting up a cross-platform build process using something like CMake (http://www.cmake.org). CMake in particular will generate platform-specific project files for you -- so your friends could be working in Visual Studio and you could be working in Eclipse or XCode, with no problems at all (of course, you'd have to write portable code... :))
As far as sharing code and version control goes, I agree with Jon that something like git is ideal.
We build our Windows+Mac+Linux apps using Qt, which includes a nice build system (qmake) and cross-platform APIs (so the same code will run on all OS's) and an IDE (which I haven't used but I hear is okay).
With multiple developers you'll definitely want some sort of source-code-management system as well, git and svn are both good choices there.
I have the source code for some very simple command line programs. I was considering the option of compiling them on a Linux machine (they were deveoped here) so they can be used on Windows. If I am not wrong this is called Cross-compiling. I have never tried it, but reading yesterday some information, it seems to be kind of complicated or not successful. I would like to hear about your opinions, and how could I port a simple "hello world" program, which compiles on Linux with g++.
Thanks
Look into mingw, a suite of tools for building Win32 applications in Linux. If the programs don't depend on any Linux-specific functionality not supported by mingw, you should be fine.
Note that cross-compilation is not the same thing as cross-platform. With cross compilation, you compile the code to a Windows executable on the Linux box, then transfer the executable to a Windows box. With cross-platform, you transfer the source code to the Windows box and compile to a Windows executable using a Windows compiler.
The former is quite difficult (but not impossible), the latter is very easy, using a compiler such as MinGW, a others have mentioned.
I cross-compile on a daily basis. But I don't set up cross-compilers on a daily basis. It can be tricky, but it's certainly possible.
As long as you use standard C++ your code will be cross-platform. You can also use cross-platform libraries like STL, boost, Poco, Qt, etc...
Only when you start to use platform specific code you lose portability. For example including <windows.h> will make your code only compilable on Windows. (There are techniques around this like the #ifdef macro. This enables certain code portions only on one platform.)
So a simple hello world program should work on Linux, Mac, Windows or any other platform. You don't need anything special for this.
Note:
Some may mention Cygwin or mingw32. I'll briefly explain what they are:
Cygwin allows you to compile Linux applications using gcc/g++ on a Windows machine.
Mingw32 allows you to compile Windows applications using gcc/g++ on a Windows machine.
Edit:
If you want to setup a system for cross-compilation, then I recommend that you have a look at cmake.
Yes. We are currently compiling a 250 kloc app, running Qt with daily builds. It's working prefectly everyday, although I've to admit it is not distributed outside the company, but only used internal. For official releases, Visual Studio is prefered.
Compiled using mingw standard packages on Debian.
I am a perl developer that has never went into the client side programming of things. I'd like to think that I'm a pretty good developer, except I know that my severe lack of knowledge of the way desktop programming really takes away from my credibility.
That said, I really want to get into doing some desktop applications.
I want to try to develop a simple application that will connect to my server and grab an rss feed, then display it in the console. My plan of attack is to use libcurl (and curlpp) to grab the feed (I'd also like to do more curl stuff in the future). But I want to be able to run this small program on linux, windows, and mac because I want to understand developing cross platform.
So here is the question (and I know it is extremely noobish): How do I write c++ code that will use libcurl and curlpp, and will work on the 3 major OSes? The main thing I don't understand is if I have to compile libcurl and curlpp, then how does it work when trying to take it over to the other platforms?
You need to write the code portably - basically make it a console application. You then transfer the source code (not the exe) to the other platforms and compile it there and link with the version of llibcurl on each specific platform.
Neil is right, but using a framework will make your life easier. Try QT it is very nice. It has a cross platform http API, and integrates curl.
I'd recommend Qt4 as well, I've wrote a small'ish tutorial on how to setup a windows gcc compiler on linux and compile Qt4/OpenSSL with it for windows, hope that helps.
http://www.limitlessfx.com/mingw-openssl-qt4-for-windows-on-linux.html
You can easily adapt that tutorial to compiling libcurl instead of just moving to Qt4.
I would like to port my C/C++ apps to OS X.
I don't have a Mac, but I have Linux and Windows. Is there any tool for this?
For Linux, there is a prebuilt GCC cross-compiler (from publicly available Apple's modified GCC sources).
https://launchpad.net/~flosoft/+archive/cross-apple
Update for 2015
After so many years, the industry-standard IDE now supports OSX/iOS/Android.
http://channel9.msdn.com/Events/Visual-Studio/Connect-event-2014/311
Embarcadero's RadStudio also supports building OSX/iOS/Android apps on Windows.
This answer by Thomas also provides a cross-compilation tool.
For all these options you still need a real mac/i-device to test the application.
I have created a project called OSXCross which aims to target OS X (10.4-10.9) from Linux.
It currently supports clang 3.2 up to 3.8 (trunk) (you can use your dist's clang).
In addition you can build an up-to-date vanilla GCC as well (4.6+).
LTO works as well, for both, clang and GCC.
Currently using cctools-870 with ld64-242.
https://github.com/tpoechtrager/osxcross
There appears to be some scripts that have been written to help get you set up cross compiling for the Mac; I can't say how good they are, or how applicable to your project. In the documentation, they refer to these instructions for cross-compiling for 10.4, and these ones for cross compiling for 10.5; those instructions may be more helpful than the script, depending on how well the script fits your needs.
If your program is free or open source software, then you may wish instead to create a MacPorts portfile (documentation here), and allow your users to build your program using MacPorts; that is generally the preferred way to install portable free or open source software on Mac OS X. MacPorts has been known to run on Linux in the past, so it may be possible to develop and test your Portfile on Linux (though it will obviously need to be tested on a Mac).
Get "VMware Player"
Get "Mac OS X vm image"
Compile/Debug/Integrate-and-test your code on the new OS to make sure everything works
When you are trying to get something working on multiple platforms you absolutely must compile/run/integrate/test on the intended platform. You can not just compile/run on one platform and then say "oh it should work the same on the other platform".
Even with the a really good cross-platform language like Java you will run into problems where it won't work exactly the same on the other platform.
The only way I have found that respects my time/productivity/ability-to-rapidly iterate on multiple platforms is to use a VM of the other platforms.
There are other solutions like dual-boot and ones that I haven't mentioned but I find that they don't respect my productivity/time.
Take dual-booting as an example:
I make a change on OS 1
reboot into OS 2
forget something on OS 1
reboot into OS 1
make a change on OS 1
reboot into OS 2 ... AGAIN...
BAM there goes 30 minutes of my time and I haven't done anything productive.
You would need a toolchain to cross compile for mach-o, but even if you had that, you won't have the Apple libraries around to develop with. I'm not sure how you would be able to port without them, unfortunately.
Apple development is a strange beast unto itself. OS X uses a port of GCC with some modifications to make it 'appley'. In theory, it's possible to the the sources to the Apple GCC and toolchain as well as the Apple kernel and library headers and build a cross compiler on your Windows machine.
Why you'd want to go down this path is beyond me. You can have a cheap Mac mini from $600. The time you invest getting a cross compiler working right (particularly with a Windows host for Unix tools) will probably cost more than the $600 anyway.
If you're really keen to make your app cross platform look into Qt, wxWidgets or FLTK. All provide cross-platform support with minimal changes to the base code. At least that way all you need to do is find a Mac to compile your app on, and that's not too hard to do if you have some technically minded friends who don't mind giving you SSH access to their Mac.
You will definitely need OS X somehow. Even if you don't own a Mac, you can still try some alternatives.
I found this small documentation on the net:
http://devs.openttd.org/~truebrain/compile-farm/apple-darwin9.txt
This describes exactly what you want. I am interested in it myself, haven't tested it yet though (found it 10 minutes ago). The documentation seems good, though.
You can hire a mac in the cloud from this website. You can hire them from $1, which should be enough (unless you need root access, then you are looking at $49+).
There are a few cross-compiler setups, but nearly all of them are meant for distcc-style distributed compiling. To my knowledge there is no way to directly target the Mac platform without actually having a Mac. The closest you can get without resorting to QT or wxWidgets is OpenStep with GNUStep or similar, but that's not a true Cocoa platform, just very close.
I know this question isn’t very active but answering anyways. Why don’t you try using TransMac, then download the XCode image and do it that way? Or you can use a VM, or Sosumi. You’ll find a video on youtube about sosumi, definitely.
The short answer is kind of. You will need to use a cross-platform library like QT. There are IDE's like QT Creator that will let you develop on one OS and generate Makefiles for others. For more information on cross platform development, check out the cross-platform episodes of this podcast (note that the series isn't over and new episodes appear to come out weekly).
As other answers explain you can probably compile for a Mac on Windows or Linux but you won't be able to test your applications so you should probably spend the $600 for a Mac if you’re doing professional programming, or if you’re working on open-source software find a developer with a Mac who will help you.
More out of interest than anything else, but can you compile a DirectX app under linux?
Obviously there's no official SDK, but I was thinking it might be possible with wine.
Presumably wine has an implementation of the DirectX interface in order to run games? Is it possible to link against that? (edit: This is called winelib)
Failing that, maybe a mingw cross compiler with the app running under wine.
Half answered my own question here, but wondered if anyone had heard of anything like this being done?
I've had some luck with this. I've managed to compile this simple Direct3D example.
I used winelib for this (wine-dev package on Ubuntu). Thanks to alastair for pointing me to winelib.
I modified the source slightly to convert the wchars to chars (1 on line 52, 2 on line 55, by removing the L before the string literals). There may be a way around this, but this got it up and running.
I then compiled the source with the following:
wineg++ -ld3d9 -ld3dx9 triangle.cpp
This generates an a.out.exe.so binary, as well as an a.out script to run it under wine.
If this is not about porting but creating, you should really consider OpenGL as this API is as powerful as DirectX and much easier to port to Mac or Linux.
I don't know your requirements so better mention it.
You can't link against wine as it's essentially a call interdictor/translator rather than a set of libraries you can hook into. If linux is important go OpenGL/SDL/OpenAL.
I believe(I've never tried this) you can can compile Linux binarys against winelib. So it works just like a Linux executable, but with the windows libraries.
http://www.winehq.org/site/docs/winelib-guide/index
go to the directory with the source and type in:
winemaker --lower-uppercase -icomdlg32 -ishell32 -ishlwapi -iuser32 -igdi32 -iadvapi32 -ld3d9 .
make
wine yourexecutable.exe.so
If you get this Error:
main.c:95:5: error: ‘struct IDirect3D9’ has no member named ‘CreateDevice’
make sure you have named your file main.cpp and not main.c.
There is currently no way to compile DirectX code to directly target Linux. You would build your application like you normally would, then run it using a compatibility layer like Wine/Cedega.
you can compile a directx apps in linux, but not launching it straight away.
if you use a crosscompilator that makes windows exe and point to the windows sdk and directx sdk.
Although this question is dated, I decided to updated on it, because it keeps popping up for me as the first suggestion for this particular problem.
As the previous answers already suggested you can compile against winelib. However, there are yet another two solutions.
The first solution would be either to use the MinGW provided for your distributions. MinGW is a 'cross-compiler', that compiles either from macOS or linux to windows and has support for DirectX. Note, that C++ libraries compiled with MinGW are not compatible with the MSVC compiler's ABI, thus cannot be consumed. However, the resulting binaries can be executed using Wine.
The second solution would be to use clang as a cross compiler. Clang usually includes the Compiler and Linker needed for Windows out of the box. However, it'll require you to include provide the headers and libraries yourself. On the other hand, libraries compiled this way are compatible with MSVC and, thus, can be consumed by it.
Side note:
Latter allows you to setup an CI server using linux (I did so on a raspberry pi), which creates compatible binaries for end users.
Wine is the only way to run DirectX in Linux