I have an Objective-C based project with some C++ code. I have included library I want to use via CMake. However, Xcode autocompletion is not working properly for library's methods, classes and etc.
Despite that, project compiles and there are no errors during build after inputting some of the library classes or functions in code. Xcode can also correctly specify the error, if I miss something like required parameters for method call (It will show up build error, telling which parameter I forgot to use).
The problem is lack of autocompletion dramatically slows down the development and I need to fix it.
Considering the fact that Xcode is essentially just another UNIX make with GUI on top of it, I would advice just switching to VSCode because the C++ plugin there is designed to work with this kind of stuff.
In your case you could probably use some automatic cmake -> pbx generator if such tools even exist. Or, of course, do this manually, and configure the compilation out of an Xcode project.
Related
I'm struggling to change the behaviour of auto-completion for my own project in Xcode11.
I selected an empty project and I have implement some C++ methods. Now I want Xcode to recognize these methods and show the auto-complete suggestions for them.
However, I am only getting completion suggestions for basic C++ code, e.g., if-else, switch case, etc.. How can I setup Xcode to recognize my own methods?
Besides, in an older Xcode version I got auto-complete suggestions for previously written text in the same file. This functionality is gone. Can I reactivate it somehow?
Cheers
Your project should index and make those methods available in auto-completions. I've had similar issues (currently Xcode 11.3.1), but I found that building the project once (even with just a boilerplate main function), quitting and restarting Xcode seemed to help, at least for the project-local classes & methods. However auto-complete is broken now for some parts of C++, as if the standard system search paths for C++ aren't getting indexed. For example, completions for standard C++ header #includes (e.g. ) don't appear, only various Apple C lib headers. It may be that manually adding these paths to the build settings could resolve them. It used to "just work" though.
I'd also recommend filing a bug report if you haven't already. I'm sure they're focused mostly on Swift these days but if enough reports come in they may fix it.
I try to use Xcode (v.7.3.1) for my C++ project (build system - make), but the experience is quite poor (and it was always like that since old versions like v4 when I started using it) - code completion doesn't work, color syntaxing works oddly (no coloring sometimes, or partially colored code), no "jump-to-definition" functionality, can't switch b/w header/source files with shortcuts. Basically, it's just a text editor where I have to use "Find" and Cmd+Shift+O all the time.
Is this intentional and Xcode will never get any proper support for C++ projects with external build system (make) or am I misconfiguring my project? How can I re-index files in the project? How can I make code completion work?
Thanks,
I believe there is a way to use Xcode with makefiles by adding an external build target, file->new->target->External Build System.
This is an older tutorial but the steps may be worth looking through: http://web.ist.utl.pt/jose.alberto.coelho/mac/MakefilesXcode.pdf
I've never had a problem with the syntax highlighting, but I remember the refactoring support being limited for C++ in some ways.
So, I ended up using this workaround: even though, I use external build system, I create Console Application project in Xcode and choose C++ language in settings. Then, I simply add my source files to the project (just drag folders from the Finder window) and then manually create project targets of type External Build System as I need. I don't use default target and don't use generated main.cpp file at all.
My files get indexed with no problems. I'm also able to debug code as I used to.
I still think Xcode developers should review indexing process for the projects with external build system...
Thanks for all the insights though!
I'm trying to write my first game in c++, and I want it to dynamically load everything from files. This includes the enemies, and I was wondering if there was a way to dynamically include their code at runtime, instead of linking the on compile, so that the levels are easily interchangeable. Lua might be an option but I have no clue where to start, and dll seems to be Windows-only (and I wouldn't know where to start there anyway). Can anyone help with this?
tl;dr I want to link in code to my c++ game at runtime.
For the Lua approach you first need to choose the version first. Right now there is the major version 5.1 and 5.2. My previous work was using 5.1 and for my new project I decided to update to 5.2, however I found that my favorite script wrapping tool (SWIG) does not work with 5.2. Just something to decide at the beginning, because you do not want to get a version working and then have to change it.
Lua comes with makefile build environment. My first experience of trying to build on Windows was a bit of a nightmare, did not appear to just run out-of-the-box, so I opted to create my own Visual Studio project at the time, and just include all the .C files in the project. There are two files which need to selectively included/excluded depending on how you intend to compile: lua.c and luac.c. If you are planning to embed Lua in your app, then exclude both of these files; they both contain a main() function and are designed to build console apps. Include all the rest of the C files in your project.
You should be able to compile easy from this point.
When you include the headers of Lua, keep in mind that the functions are C functions so if you are including them from C++ you need to wrap the file inclusion inside of: extern "C" {} - example: C++ Lua 5.1 Issue
Wrapping your interfaces in another topic and there are lots of resources available. My favorite is SWIG but there are lots of options, including hand coding the conversion of your C/C++ -> LUA -> C/C++ code. Would recommend just focusing on getting the first part working first, get the interpreter embedded so that you can run a "hello, world!" script from Lua inside your app.
So going by your requirement of crossplatform use and dynamic linking, what you're probably looking for is an environment like QT which has QLibrary: https://stackoverflow.com/a/9675063/453673
But https://softwareengineering.stackexchange.com/questions/88685/why-arent-more-desktop-apps-written-with-qt
MingW is the open-source equivalent for Visual C++, so it can help you writing code for Windows (though if I had a choice, I'd directly use Visual C++). The way dll's are loaded in Windows is somewhat similar to the way they're loaded in Linux, so you'll be able to write code with #ifdef's to do conditional compilation. I've written one such program a couple of years back.
To load a shared library(always with .so as suffix) under Linux, you could use dlopen(), dlsym() and dlclose()
The situation is the following: I have the source code of one programm (lets call it programA) (written in C and C++), as well as the CMakeLists.txt and CTestConfig.cmake files. I already installed programA using CMake's graphical user interface and, as it is obvious, it worked. It created the .exe file (I'm working on Windows 7 OS).
The problem is that, right now, I've been asked to edit the program (and so, I must be able to edit the code and degugging it as changes are made). I also need to compile it but not in .exe anymore but in .dll so I can add it to a website we have.
I've read in forums that CMake can compile programA into a .dll if I need to, but as I would need to make some changes I consider that CMake debugging is not as useful and easy as using entirely VS. From the little I know from CMake language, the CMakeLists.txt is mainly used to check the OS of the user as well as adding some libraries in case they are not found.
I have to admit I have no idea in programming CMake directives, as I have been working with ASP.NET, C, C++ and C# mostly. Then, my idea is to try to work only in visual studio 2010 instead of using cmake as well, so once I have the program 'adapted' to VS and can be compiled just using VS, I'm ready to start my job. So the question I have is how can I perform the same task CMake did just using Visual Studio (Is there any way of implementing CMake directives in VS?), can VS compile by receiving as an argument something similar to that CMake.txt file (though it needs to be translated into another language)?
To skip the use of CMake I tried to copy the source code into a new project in VS. However as it does not use the CMake directives when compiling, it gives several errors, most of them related to the fact that some headers.h can't be found (cause they might be in a subfolder). And there are so many subfolders to add the paths to the predefined directories of search that it would take ages.
I'm sorry I can't be more precise in my explanation. I'm good at programming little projects on my own, but it's the first time I have to work on other's programm. Please don't hesitate to ask if anything was not properly understood
I would appreciate a lot any suggestion / advice /guidance you can give.
To make a dll, use add_library command and the SHARED keyword
add_library(mylib SHARED ${files})
this is easy with CMake, don't go back in visual that will be harder at the end
The Good News
Fortunately, cmake can generate VS Projects automaticaly for you (this tutorial s specific for OpenTissue, but Steps 1 to 3 should be the same for you).
The [not so] Bad News
Depending on the complexity of the project, VS Projects automaticaly generated by cmake can get pretty nasty, to the point of illegibility. It will, for example, hard link any library dependencies using the specific paths of your machine, so the project will most certainly not be portable across setups. In any case, that's the intended bahavior, because the primary idea of supporting this generator is simply making it work, thus allowing users to easily compile projects using MSVC, so there's not much you can do here. Nonetheless, it should work in your machine and will certainly be a great starting point for you, just create a project yourself from scratch copying the relevant parts out of the automatic generated version.
We have a not very complicated but big (i.e. lots of files) Visual Studio C++ Win32 Console written in C++0x standard in VS2010.
It does not use any non standard code or anything (Hopefully!).
I now wanna port it to Linux.
Which way is the quickest way to do it?
autoconf?
old-fashioned make file?
any other solution?
I would use regular make but keep it simple with default rules as much as possible. Add in dependencies as you go along.
EDIT: As in interim step, build it with mingw so that you can avoid the whole API porting issue until you have a working build in your new build mechanism.
If your console app calls win32 API functions then you have a choice between modifying all the source where it is used or writing a module that implements those functions.
In prior porting efforts of this type I tried it both ways and the latter was easier. I ended up writing only about 18 to 20 shim functions.
It was successful enough that I ended up writing an OS abstraction layer that was used on many projects that simply let me compile on Windows native, cygwin, Linux, VxWorks, etc. with trivial changes to one or two files.
(p.s. Any interest in an open source version of a C++ based OS abstraction layer? I was thinking of releasing an unencumbered version of it to the world if there's sufficient interest. It's mostly useful where BOOST is too heavy -- i.e. embedded projects.)
Most probably you don't need autoconf (and I suggest you don't touch it, unless you love pain), because you are not trying to be portable to a dozen of Unix flavours.
Roll your Makefiles manually. It shouldn't be too difficult if you have a set of shared rules and have minimal Makefiles that just specify source files and compile options.
Use GCC 4.5 as it supports more C++0x features.
You can export a make file from Visual Studio.
Update: Actually you can't anymore, unless you have VC6 lying around
STAY AWAY FROM AUTO* and configure. These are horrible IMHO.
If you can somehow get a VS 8 or 9 vcproj/sln, you can use this. I have not used it, so I can't give any advice.
If you're up to manual conversion, I would suggest something like CMake, as it's pretty easy to get ready fast enough, even for large projects.
If the project has a simple layout, you could have success using Qt 4's qmake like this:
qmake -project
It will output a qmake .pro file, which can be converted into a makefile on many platforms (using qmake). This should work okay, but not perfectly. Alternatively, you can install the Qt plugin for VS, and let it generate the pro file from an existing VS project. It will make your build system depend on Qt4's qmake, which is probably not what you want.
There are of course other things like cmake, but they will all require manual intervention.
The fastest way to do it?
g++ *.cpp -o myapp
Seriously, depending on your needs, even generating a makefile might be overkill. If you're just interested in a quick and dirty "let's see if we can get a working program on Linux", just throw your code files at g++ and see what happens.