I developed a desktop Qt app on macOs. I want to execute my app on windows. I've looked that pages:
https://doc.qt.io/qt-5.9/osx-deployment.html
https://godhc.wordpress.com/2012/06/10/build-your-qt-project-on-windows-and-mac-osx/
But it did not make sense well.
Can someone explain me how to do that?
you have to recompile it on windows. you have to make sure your code doesn't use macos "framworks" or unix or linux specific functions.
i recommend downloading a precompiled static QT as building it is impossible. you can get that here and using the visual studio compiler, you will have to download visual studio and all the c++ addons and stuff.
!! edit what ever directory your cmd is in is the output of the qmake !!
you then open up cmd and run the static compiled QT's qmake on the .pro file of your project. e.g.
E:\QT_projects\QT\qt5-5.7.1-vs2015\qt5-x86-static-release\bin\qmake.exe E:\QT_projects\variable-length-string-editor-for-binaries\StringEditer.pro
that will make the makefile. and then open the visual studio cmd called "Developer Command Prompt for VS 2017" for me opening the start menu and typing it in will show it.
you then navigate to the folder where the make files that qmake generated e.g.
cd E:\QT_projects\variable-length-string-editor-for-binaries
then run nmake on release or debug or just nmake e.g.
nmake release
Related
I have a Linux project witch I developed in vim and now I'd like to go on developing it in Visual Studio with IntelliSense etc.
It's a Makefile project so I need to build it on the Linux machine.
I already created the project and created the connection and it works but I can't build because I am building with a prefix script so I open a new interactive shell with something like this
set -i
. "/tools/dist/xxxx-2010.0"/etc/profile
I don't think that visual studio can handle such thing.
Is there a way to do it?
I am calling my startprefix script with an alias then it starts the interactive shell and then I enter my make commands for usual but in visual studio it won't build it stops at t he very beginning after executing the first command (which is the startprefix alias)
And another thing is that I don't see any project files in my solution I unloaded and loaded the project but it won't get me the source files. Am I doing something wrong?
The Visual Studio C++ for Linux add-in supports MSBuild, makefile and CMake projects. If you already have the makefile then create a new Linux makefile project in VS, add in the source files and hit F5 to build.
Trying to read between the lines of your question:
C++ for Linux is optional and must be installed
thru the VS installer.
Everything, i.e editing, building, debugging, is run in VS from the
Windows host.
The source resides on the Windows host (although you can do things with shared drives if needed).
The Linux remote is just that, remote.
You might need to interact with the Linux remote to debug an
X-Windows based GUI application but console applications can be
debugged entirely on the Windows host.
If you have other commands that you need to run before and/or after the makefile then you can set these up in the VS project settings. Likewise and parameters you need to pass to make.
I am trying to compile GDCM 2.8.4 for Windows. Can anybody describe how to compile it with Visual Studio 2013 Professional? The GDCM wiki is out of date. Thanks a lot.
First of all, you will have to install CMake. Then
Start CMake GUI.
I guess you already have the gdcm-2.8.4 directory (in a directory X:\XXXXX\ ) containing
Applications
Source
Testing
Utilities
and other subdirs. So set the in the CMake GUI "source dir" to X:\XXXXX\gdcm-2.8.4 . (NOT to its Source subdir!).
Then you create a new directory, where CMake will create the VS projects, let's call it X:\XXXXXX\GDCM-VSProjects. In the CMake GUI set "Where to build the binaries" to X:\XXXXXX\GDCM-VSProjects.
Then, in the CMake GUI press "Configure".
After configuring CMake offers you some options; choose at least GDCM_BUILD_APPLICATIONS, GDCM_BUILD_EXAMPLES, GDCM_BUILD_SHARED_LIBS. For documentation you will need doxygen, latex and possibly more.
Then, in the CMake GUI press "Generate". Now a lengthy calculation is performed and finally VS solution and VS subprojects are generated into your new X:\XXXXXX\GDCM-VSProjects subdirectory.
Now you can open GDCM.sln in VisualStudio and BuildAll in 64 bit Release mode.
After the build, you will find libs, dlls and exes in the bin/Release subdirectory of your X:\XXXXXX\GDCM-VSProjects.
Thats it.
I've done a whole tutorial about making a 3D Rendering Engine in OpenGL with Java and lwjgl and the guy who made the tutorial also wrote the engine in C++
To increase my knowledge about programming I wanted to take a look at the C++ version too. Also I believe (and I might be totally wrong) that I'm actually able to do a lot more with C++ than with java. The main problem I have is that I cannot get the engine running despite the included instructions and I would really appreciate if someone can help me out.
this is the engine i want to setup: https://github.com/BennyQBD/3DEngineCpp
I want to use CodeBlocks for this project since it was recommended and unlike Visual Studio it is free.. I also already downloaded glew, assimp and sdl and I installed CMake which are needed for this to run. Now I have to put that together according to this instruction here:
###Windows/MinGW###
- Make sure CMake is both installed and added to the system PATH.
- Open a Terminal and run:
```Shell
# install dependencies
# Install GLEW in %PROGRAMFILES%/GLEW or SET %GLEW_ROOT_DIR% to where GLEW is on your machine (Example: D:\PATH_TO_GLEW)
# Install SDL2 in %PROGRAMFILES%/SDL2 or SET %SDL2_ROOT_DIR% to where SDL2 is on your machine (Example: D:\PATH_TO_SDL2)
# Install ASSIMP in %PROGRAMFILES%/ASSIMP or SET %ASSIMP_ROOT_DIR% to where ASSIMP is on your machine (Example: D:\PATH_TO_ASSIMP)
cd build
# REPLACE "Visual Studio 12" with your preferred build toolchain (Maybe you want "Codeblocks - MinGW Makefiles")
# BTW VS 10 is VS 2010, VS 11 is VS 2012 and VS 12 is VS 2013, BLAME MicroSoft for the naming! LOL!
cmake -G "Visual Studio 12" ../
# open the generated SLN file (or cbp file if using CodeBlocks) and build!
```
- Copy the DLLs in /lib/_bin/ to /build/Debug/ and /build/Release/
- In Visual Studio, set the Startup project to 3DEngineCpp
- Move the res folder into the build folder
- Run
Major problem is, since I've only done java coding in eclipse I'm a bit confused..
What does he mean by "Open a Terminal and run: '''Shell" ?? and how am I supposed to install glew, sdl2 and assimp? what's cd build? and why do I need CMake, it isn't really mentioned what it does..?
Maybe someone can elaborate (step by step if possible) what I need to do in order to get this running, thanks a lot!
No guarantees my steps will work flawlessly as external dependencies in C++ is still very painful to deal with for me, but I'll give you some leads and hope you make some progress. Also, I've never used Code::Blocks, so I'm not sure if Visual Studio projects are compatible with it. This is the only way I know how to do things on Windows.
First, you'll need to install CMake. CMake is a utility that generates project files so that the project can be easily compiled on certain platforms. It generates Visual Studio project files on Windows, which will allow you to open the project in Visual Studio, and compile them from there.
In order to build the project, you'll have to sort out its dependencies first.
GLEW:
Download GLEW's sources and extract everything. It comes with Visual Studio project files
Open up Visual Studio with Administrator permissions
Open up GLEW's project
Build everything
Run the install "project" to get Visual Studio to install GLEW
Assimp:
Download Assimp's source from GitHub
Extract the project root directory somewhere. The root directory is the directory where CMakeLists.txt is in
Open CMake's GUI utility
Click Browse Source, and select that directory
Select an output directory by clicking Browse Build
Click Configure, when that's done click Generate. This will generate a Visual Studio project file for you
Open project with Visual Studio, build everything. Run install like you did before to install Assimp
SDL2: SDL's sources come with Visual Studio project files, so you can repeat the steps for GLEW to install it.
Now you can finally start attempting to get the engine to work. No guarantees that it'll work, but I'd try the same thing I suggested for Assimp as they're both CMake projects. Once the project files are generated, you can open it up in Visual Studio. Except this time, you won't really be installing it. You can modify the sources and run it like you would any other C++ project.
Is there anyone who succeed to include libjpeg in some compiler? I tried everything: Dev C++, VS10, CodeBlocks, copy the headers and the lib by hand, add with the linker but nothing. Right now I am really confisued as there is not an official guide on how to compile it in any compiler. I would be really happy if someone could provide a tutorial on how the library can be compiled in any compiler.
Thank you in advance.
To compile libjpeg 9 in Visual Studio 2012, here are the steps (after unzipping the archive file):
Download the file WIN32.MAK (for example, from http://www.bvbcode.com/code/f2kivdrh-395674-down), and place a copy in the root source code directory (possibly C:\jpeg-9, but it depends where you unzipped it). I will refer to this directory as %jpegsrc% from now on. Having this file is important; otherwise step 3 will produce an error.
In the Visual Studio command prompt, open to %jpegsrc%:
cd %jpegsrc%
At the same command prompt, execute the following:
NMAKE /f makefile.vc setup-v10
This will create two Visual Studio 2010 solutions in %jpegsrc%: jpeg.sln and apps.sln.
Open each solution in Visual Studio 2012. Each one will prompt you to update all the projects to 2012 format. Click on “Update.” One time I did it, the prompt did not appear. In case that happens, right-click on the jpeg solution in the Solution Explorer, and choose “Update VC++ projects...,” which will produce the same prompt.
Save and build each solution as normal. (You have to build the jpeg.sln solution before apps.sln, since the latter depends on the former.)
Note: this process should work correctly in Visual Studio 2010, without the updating, but I have not tested it.
Update: This method still works in Visual Studio 2015 for libjpeg-9a.
Here is how I've built libjpeg using MinGW on Windows :
1. Get MinGW with MSYS
I've got a copy from http://sourceforge.net/projects/mingw/.
Quoting from www.mingw.org :
MSYS is a collection of GNU utilities such as bash, make, gawk and grep to allow building of applications and programs which depend on traditionally UNIX tools to be present.
We will need it to run the configure script that comes with libjpeg sources.
2. Get libjpeg sources
From http://www.ijg.org/, take the Unix format package (the Windows one won't work with this procedure). I took the jpeg_8d version.
3. Prepare a building directory
I've made a temporary directory named tmp in D:\, but you could choose whatever suits your needs. The thing that matters is the name of paths in MSYS. As it brings some * Unixity * to Windows, paths cannot be used in their original form.
In a nutshell:
C:\path\to\file becomes /c/path/to/file in MSYS land, an so
D:\tmp becomes /d/tmp.
Decompress the libjpeg sources in D:\tmp, so you have a jpeg-8d directory in there.
Create a jpeg-build directory inside D:\tmp, it will hold the built library.
Now everything is ready for the build.
4. ./configure, make, make install
That is the mantra of building in Unix land. An option should be added to redirect the install process to D:\tmp\jpeg-build.
Run the following commands in an MSYS shell (also named MinGW shell in Windows start menu):
cd /d/tmp/jpeg-8d
./configure --prefix=/d/tmp/jpeg-build
make
make install
As an additional step, you can run make test for safety.
These commands will build both static and shared versions of libjpeg.
5. Take the goods, delete the temporaries
If everything runs fine, you can delete the D:\tmp\jpeg-8d directory, but keep the jpeg-build one. It contains:
an include directory, containing libjpeg headers. You can move them to your compiler's headers directory.
a lib directory, with .a file to pass to the linker. You can move them to your compiler's library directory.
a bin directory, holding the libjpeg shared library libjpeg-8.dll and jpeg tools.
a share directory, containing man pages for the jpeg tools.
You can now build your program and link it against libjpeg by indicating the right include and library paths.
You can find many details about the libjpeg building and installation process in install.txt inside the source package.
I hope this will be useful.
It is really simple to build jpeg.lib with VS10.
First, download the libjpeg source code in zip format. At the time I'm writing this you can find it here.
Then extract the contents of the zip file to your disk.
Then open a VS2010 command prompt shell (or call vcvarsall.bat on any command prompt window), cd to the jpeg source directory (jpeg-8d in the download referenced above) and type the following:
nmake -f makefile.win setup-v10
This will generate two VS2010 solutions, and a bunch of project files. The solutions are:
jpeg.sln, which builds jpeg.lib
apps.sln, which builds the sample applications.
Good luck!
If you don't happen to have Visual Studio 2010 installed, here is what works on Visual Studio 2017:
Basic / Common steps:
Download the latest version of libjpeg from: http://www.ijg.org/ (zip version) and extract it to a folder
Open the "Developer Command Prompt for VS2017"
Change directory (cd) to where you extracted the library source
VS 2017 Approach:
Include the Windows SDK v7.1A directory (required for Win32.Mak by nmake later on) by running: set INCLUDE=%INCLUDE%;c:\Program Files (x86)\Microsoft SDKs\Windows\v7.1A\Include
Run nmake /f makefile.win setup-v15 (note the v15 for VS2017 here)
From here on follow what #AthanasiusOfAlex explained to upgrade the Visual Studio 2010 solution to the Visual Studio version you are running. If you want the Debug configuration, follow what #SteveEng explained.
Errors you might stumble across:
If nmake fails and tells you it doesn't know how to make
jconfig.h, manually rename the file jconfig.vc to jconfig.h
If nmake fails and tells you Win32.Mak cannot be found, manually copy it from the SDK dir mentioned in step #4 to the libjpeg source directory. If you don't happen to have that SDK version installed, download the file from a trustworthy resource.
If nmake fails and tells you it doesn't know how to make setup-v15, trial and error your way through starting with setup-v10, setup-v11, etc... These are VS versions and one of them should work as long as you have any VS version later than VS 2008 installed.
Hope this helps people going through similar pain with this.
If you want debug mode as well in MSVC. Follow AthanasiusOfAlex's method, build the release, then:
Right-click on the project and select properties at the very
bottom
Click on configuration manager and on the active solution
configuration drop-down select -new-
Set the name to debug and on
the drop-down select copy configuration settings from release and
click OK
Close the dialog, go to general settings and under Target
Name add a d to the end so it looks like this: $(ProjectName)d
On Whole Program Optimization drop-down select: No Whole Program Optimization
Then click on the C/C++ under configuration properties on the left and on the Debug Information Format drop-down select C7 compatible (/Z7)
Under optimization select disabled and select NO for both Enable Fiber-Safe Optimizations and Whole Program Optimizations
Under preprocessor, preprocessor definitions, click on edit and use the following:
WIN32
_DEBUG
DEBUG
_LIB
_CRT_SECURE_NO_WARNINGS
Under code generation, under runtime library select Multi-threaded Debug DLL (/MDd)
Build and you're done!
This is for VS2019 with version number 16.0
Consider the Visual Studio Version name correctly like this for creating the .sln file.
Product name Code name Version number
Visual Studio 2019 Dev16 16.0
Visual Studio 2017 Dev15 15.0
Visual Studio 2015 Dev14 14.0
Visual Studio 2013 Dev12 12.0
I struggled finding a how-to which provides a stable solution for using Qt with Visual Studio 2010, so after collecting all the bits of information and some trial and error, I would like to write my solution into a guide.
The problem, or why is it not possible to use prebuilt binaries?
It seems that using binaries built for Visual Studio 2008 might work in some special cases, but I found them not to work. In my case they compiled OK, but they produce runtime errors, like this:
or when started from Visual Studio 2010:
Update: I found a blog post analysing why does it work for some people, while it does not for others. In one word, it depends on whether you have Visual Studio 2008 installed on the same machine, or not.
http://blog.paulnettleship.com/2010/11/11/troubleshooting-visual-studio-2010-and-qt-4-7-integration/
The most important thing (that I stupidly didn’t realize) was the fact that you CANNOT use the Visual Studio 2008 compiled libraries and dll’s (available on the Qt webpage) if you don’t have Visual Studio 2008 installed. The reason is because the Qt SDK you download is a debug build which is dependant on the VC9.0 DebugCRT, meaning it needs the Visual C++ 2008 Debug Runtime installed, which is NOT available as a redistributable installer. The only way to install the DebugCRT is to install the entirety of Visual Studio 2008.
First of all, it’s very important to understand that for using Qt with Visual Studio 2010, it's not possible to use the pre-built binaries which were made for Visual Studio 2008, but you have to compile it from source.
Downloading Qt
On https://www.qt.io/download/
Update 2017: the latest Qt 4.x branch (Qt 4.8.6) has 2 pre-built packages, which are now in the archive section:
http://download.qt.io/archive/qt/4.8/4.8.6/qt-opensource-windows-x86-vs2010-4.8.6.exe
http://download.qt.io/archive/qt/4.8/4.8.6/qt-opensource-windows-x86-vs2008-4.8.6.exe
You should not download Qt by clicking "Qt libraries 4.8.6 for Windows (Visual Studio 2008, 218 MB)", but by clicking on the "zip" link above it.
On that link, you get a big zip file like "qt-everywhere-opensource-src-4.8.6.zip". Unzip this into a folder and make its path something nice and small, for example "E:\Qt"
Visual Studio Command Prompt
Now that we have the sources, we need to build the binaries. To do it, open the Microsoft Visual Studio 2010\Visual Studio Tools\Visual Studio Command Prompt (2010) link from your start menu, or even pin it to the taskbar (a good idea). This is a special command prompt which has all the variables set for building with Visual Studio 2010 tools.
Once within the command prompt, navigate to your extracted Qt folder using old-school DOS way, which means you have to change drive letter by E:, enter directories by cd Qt and list dir contents by dir. You can use the tab key for helping you with the directory names. When you have arrived at the correct directory, a dir command should return something like this.
Building Qt
Now it’s time for configure and build. For configuring a minimalist Qt, I'm using the following flags with configure.exe. Just copy and paste it into the command line. Look in the Qt reference manual for what flag to use or not to use.
configure.exe -release -no-webkit -no-phonon -no-phonon-backend -no-script -no-scripttools -no-qt3support -no-multimedia -no-ltcg
Once configure.exe has finished (it was 10 minutes for me), you'll need to start the build process. It will take about 20-30 minutes with the above flags. To start it, just type:
nmake
Setting environment variables
Basically, we are done. All you need to do is to set your environment variables (QTDIR and PATH), which tell programs where to find Qt. If you are on Windows 7, you can use the following command to set QTDIR to your installation dir.
setx QTDIR e:\Qt
For setting the PATH, I strongly recommend using Path Editor. Within Path Editor
add the directory of Qt\bin to your PATH
(it doesn't matter if it's in system path or user path)
If you prefer to use Control Panel\System\Environment Variables, then you can set these there, too.
Qt Visual Studio Add-in
Here you go, after a logoff-logon or a restart, all the Qt demo applications should start correctly (I recommend have a look at bin\qtdemo.exe). Now you can download and install the Visual Studio Add-in (qt-vs-addin-1.1.9.exe) from the Qt download page, it will work perfectly.
Appendix A: Official Instructions:
There is a page at the official wiki at the Qt website called Qt 4.8 Installing Qt for Windows, but I found it lacking important information.
References
Qt DevNet forums
Recommended flags for a minimalistic Qt build
Building Qt 4.5 with Visual C++ 2010
How to compile Qt as static
Qt 4.8: Configure options for Qt
Edit the PATH environment variable in
Windows without pain - op111.net
Qt V4.8.0 contains prebuilt binaries for Visual Studio 2010 so you don't need to do this anymore:
http://qt.nokia.com/downloads/windows-cpp-vs2010
Refer below link and it might be useful
1)https://www.slicer.org/slicerWiki/index.php/Documentation/Nightly/Developers/Build_Instructions/Prerequisites/Qt#Windows_3
2)http://eecs.vanderbilt.edu/research/hmtl/wp/index.php/qt-vs/