Include DIPlib library C++ - c++

This might seem like an obvious problem, but I'm struggling to include the DIPlib library into my C++ project.
I'm using Windows 10, 64-Bit and CLion (or alternatively Visual Studio 2017 Enterprise with R#). I'm currently using CMake, but I'd be open to other solutions as well.
However, I could only find a download link for the DIPimage package (which seems to be an installer).
I did already install this, but I (obviously) still can't use the library in my project.
I simply couldn't find a way to include this type of library.
The documentation does however mention some include files to include, which I found in the dipimage_2.9_win64.zip, but how am I supposed to include these? Or do I have to include the libdip.dll, which can be found in the same zip?

Related

How to include SFML source code into my visual studio 2017 c++ project and compile

I have been programming a game in c++ using the sfml library. However, I would like to adjust some of the code of that library, and use that altered code in my project.
So instead of linking the dll I would like to add the source code and then play with that source code. (e.g. for speed optimization).
I know that doing something like that is generally speaking a bad idea. Howeover, I want to learn by playing around a bit and trying different things.
So how would I add the sfml source code to my c++ project in MS visual studio. Note that I am a total noob. I already tried adding the sfml folder that I downloaded from git in the project properties page called "Additional Include Directories", but i am getting errors, of the form "Cannot open include file: 'SFML/Graphics/GLCheck.hpp': No such file or directory" so I guess that i have not yet done enough.
If you want to modify the source code in the library, all you'd have to do is just navigate to where you have SFML installed and go into the code files with a text editor and edit them.
Then, you could link the library to your VS project the same way you would normally but that library is now modified by you.
Seeing as you have a search directory issue already in VS, you must fix that first. Fix that and then go and modify the library's .hpp, .h, .cpp, whatever files in-place.
To fix the search issue.... I don't use VS for graphics, I use CodeBlocks so I am not sure about their GUI to link libraries and change search directories... but, find out where you installed SFML. Check your /usr/include/, it's probably there. Specify that path in the search directories. Just go and find where that GLCheck.hpp file is located. For Example: Say it's full path is /usr/include/SFML/Graphics/GLCheck.hpp... then /usr/include/SFML/Graphics/ or just /usr/include/ (VS might handle it recursively) needs to be in the list of SEARCH DIRECTORIES.

How to use C++ libraries?

I am a Python developer and I have not used C++ since university. I am doing scientific programming with python, mainly. I wanted to try C++ to see if it is better performance-wise.
I am quite new in C++. I have found dlib library, which seemed a good library as it had many interesting features. But when I downloaded it, I found several folder full of .h and .cpp files.
In Python, I would have installed a wanted library using pip or something, then use it in my project using import.
Is there a similar installation for c++ libraries? Or do I have to look among all those .h and .cpp files and decide which ones I need in my project then copy them? Or how do I use the dlib library?
I have searched a lot on google but I could not find any indication on how to use a c++ library or install a new package to be used.
I use Visual Studio Community 2017 and Windows 10 if that matters.
To integrate a library, you need two kinds of things:
header files (usually *.h) with the declarations required to let the compiler know about the features in the library (a little similar to an import statement);
compiled library files (usually *.lib) containing the precompiled executable code itself, to let the linker assemble the final executable file.
In some cases (especially for templated code), a library can be made of header files only. In other cases, the package doesn't contain a ready-made library file and you have to build it yourself or manually include the source files (*.c/cpp) in your project.
Not speaking of the innumerable optional settings that you may have to adjust to comply with the specifics of the generated code, such as function calling convention, struct alignment...
Last but not least, some libraries are connected to at run-time only. They are called Dynamic Link Libraries and involve yet different procedures.
All of this is relatively complex and close to black magic for beginners. If you are very lucky, you will find some library documentation telling you which options to use for your compiler. If you can, start from an existing sample project that works!
For dlib, check http://dlib.net/compile.html.
Be ready for a cultural shock when you will compare to the ease of use of the Python modules.
It is quite a broad question, but I'll do my best.
First of all, in C++ libraries consist of header files and precompiled part (.lib,.dll on Windows, .a, .so on Linux). To use them in your project you have to inform your program (and compiler) about features that library has (by #including their header file) and linker to include that library binaries.
pip is package manager, which automatically downloads, builds and installs library that you want in your system. In C++ there is no such single tool at the moment and there steps must be done more or less manually.
For dowloading you usually end up with git or downloading the zip archive with source (do it here). Once you have sources you have to build it.
In order to achieve multiplatformity libraries usually does not get shipped with concrete build system description (Visual Studio Project on Windows or makefile on Linux etc.), but are created in more general tool CMake, which abstracts them. E.g. dlib does that. With use of CMake (For start I recommend CMake-GUI, which is installed with CMake on Windows) you can generate Visual Studio Project, which later you can open and compile to generate .lib file. How exactly to do it follow dlib compilation description.
Once you have you lib and headers files on your disk you can add headers and .lib to your Visual Project and use as any other C++ library. (Seems old, but should work)
As far as I know, there are no tools similar to pip for C++. What you have to do depends on your working environment and the respective library.
In case of dlib there are instructions on the project homepage for Visual Studio. Basically, it involves compiling the whole library alongside your own project by copying a single source file to it and setting up include pathes.
From http://dlib.net/compile.html:
Compiling on Windows Using Visual Studio 2015 or Newer
All you need to do is create an empty console project. Then add dlib/all/source.cpp to it and add the folder containing the dlib folder to the #include search path. Then you can compile any example program by adding it to your project.
Again, note that dlib will only be able to work with jpeg and png files if you link in libjpeg and libpng. In Visual Studio, the easiest way to do this is to add all the libjpeg, libpng, and zlib source files in the dlib/external folder into your project and also define the DLIB_PNG_SUPPORT and DLIB_JPEG_SUPPORT preprocessor directives. If you don't know how to configure Visual Studio then you should use CMake as shown above since it will take care of everything automatically.
You have to download them, put them in your project directory, and then include them almost the same way you would do in python. You need to include only the .h files.
Example for test.h:
#include "test.h"
Hope this helps!

VS2013 Boost using NuGet

I have been trying for days to get boost to work with my Visual Studio 2013 Premium install. I tried it with a zip install, and now with NuGet. Both methods have gotten me to same point of a linker error.
The error: 1>LINK : fatal error LNK1104: cannot open file 'libboost_system-vc120-mt-gd-1_57.lib'
I looked through the mailing list for boost and found someone posting of a similar issue, but that was from 2012 with boost_1_54_0 or something, so not relevant at all to VS2013 or boost 1_58_0.
I've also looked at a few forum posts, including SO, but none of them have the same issue I'm having. Either that, or they simply have no replies.
I can't really discern any of the flags that the error show because this is my first time ever using anything other than STL libraries or my own headers.
Any and all help would be appreciated, let me know if there's any other additional info that would be helpful.
I suspect you installed the NuGet package named simply "boost". This seems to contain all the Boost headers, but no compiled libraries. That's fine if you're interested in using only the header-only Boost libraries (i.e. most of them).
What you really want is the package named "boost-vc120" (vc120 refers to VC++ 12.0, which is the VC++ version that ships with VS2013). This has all the libraries as well. You'll notice that it'll take a lot longer to install.
In either case, NuGet will take care of setting up all the necessary VC++ Directories settings. No further configuration is needed.
The structure of Boost NuGet packages is here. You can use boost-vc120 but it will download ALL boost libraries to your project. So if you want to save disk space, then use boost package which gives you header files, and specific binary packages. In your case, it's boost_system-vc120.
You can't remove boost package because binary packages, such as boost-vc120/boost_system-vc120, depend on it.
Does the file libboost_system-vc120-mt-gd-1_57.lib exist on your hard drive?
If yes, did you add the .lib to the linker/input/Additional Dependencies?
Go to following web page:
https://github.com/sergey-shandar/getboost
From there you find "NuGet Packages for Boost." with multiple links.
If you pick first link - you will get to boost-includes nuget-package
instructions. Basically you need to open Package manager in Visual studio, select correct project, and type command "Install-Package boost -Version 1.69.0" - it will enable
boost includes automatic downloading to "packages" folder.
By following other links you can get boost static libraries for your specific Visual studio - follow "boost-vc141" to get Visual studio 2017 static libraries.
That boost package will get a lot of boost libraries - if you don't need all of them - make temporary project, get boost static libraries, and copy paste libraries which you need by yourself.

Visual Studio 2013 (vs120) asks for wrong boost libraries

I'm trying to compile one of my projects on Windows 7, using Visual Studio 2013. I've installed Boost 1.53 and setup the solution using cmake.
What happens is that now the compiled libraries of boost are in the form libboost_*-vc120-mt(-gd)-1_53.lib. In the linker project options, under the input tab, I have verified that the libraries that I need are there, and in fact the compiler is able to correctly read them.
However, for some reason that I absolutely can't understand, the linker is also trying to find libraries compiled as vc110. For example:
error LNK1104: cannot open file 'libboost_filesystem-vc110-mt-gd-1_53.lib'
The Platform Toolset that is listed in the project option is "Visual Studio 2013 (v120)". I couldn't find any reference to vc110 in any of the project options. Can you help me understand what is happening?
This post thankfully solves my question. I wasn't able to find it before. The solution is to edit the boost/config/auto_link.hpp because the code inside is not able to handle vc120, and ends up suggesting vc110
How do I specify, which version of boost library to link to?
The library name is autogenerated in the boost header version.hpp
Possibly the version wasn't rebuilt, or you are pointing at the wrong header version?
Instead of patching the config file try just defining a macro before the header inclusion .. this is what I did in my project
//#define BOOST_LIB_TOOLSET "vc100"
//#include

unable to compile examples in ODEINT package

I am trying to solve a coupled set of ODE's in C++, and I have decided that I want to try out odeint (available here) as I have read many good things about it. However I am having compiling the examples that are included in the package. Here is the situation:
So far I have only downloaded the package and extracted it. I am running Visual C++ 6 on Windows XP and I am compiling the example "simple1d". I get the error message: "Cannot open include file: 'boost/config.hpp': No such file or directory".
It is not clear to me what I am missing. Do I need the full boost library to make this work? I was under the impression that ODEINT is a "standalone" package.
Your error says that compiler can not find the boost libraries. You should download them from boost.org and also add them to your header path.
Where did you download and extract the package to? The package homepage says that it's a header-only package, so you only need to let Visual find the header files. I haven't used Visual in a while, but a quick google of something like "Visual 6 add header path" should be a good place to start. Take a look at Where does Visual Studio look for C++ header files?.
Quoting from this page:
Within Visual Studio, go to the Project Settings dialog. We want to change the settings for both Debug and Release versions, so under the Settings For field, select "All Configurations". Under the C/C++ Tab, select Preprocessor options.
The package tarball has a directory called boost: you want to add the path of that directory into the Additional include directories box and then #include <boost/numeric/odeint/config.hpp> in your code.
Update
It appears, then, that you already have the odeint headers installed properly: the file boost/numeric/odeint/config.hpp has a line #include <boost/config.hpp>, which is what visual must be complaining about; so I guess the package is not standalone. It must need other boost header files installed. I can't find anything in either the package homepage or the package tarball that mentions any dependencies, so I suppose you should try to install boost too. Download version 1.51.0 here, and this is the windows documentation.
You must download odeint from http://headmyshoulder.github.io/odeint-v2/downloads.html and Boost c++ libraries from http://www.boost.org/users/history/version_1_51_0.html.
If you use codeblocks right click your project, select build oprions, select Search Directories and add two references one for odeint and one for boost.