Context: I am primarily a Java developer and I use gradle for all my builds. As a hobby I've been playing around with C/C++ and found that gradle has the ability to build these as well. So instead of learning cmake/make just for some small hobby projects I thought I'd use gradle since I am familiar with it.
Question: How do I define locations for non-source files?
With Java there is a resources folder that you can put things like images, text files, etc... in and gradle will put these in the jar so in your code you can load them with relative paths pretty easily.
src > main > java for source files.
src > main > resources for assets.
Is there an equivalent way to do this for c++ projects?
Also if there is a default folder that would be good to know, but also how to define it in the build.gradle file to a different location would also be appreciated.
For reference here is my simple build file right now:
apply plugin: "cpp"
model {
components {
main(NativeExecutableSpec) {
sources {
cpp {
source {
srcDir "src"
}
}
}
}
}
}
In my code I'd like to be able to load an image, for example, with something like:
HoweverYouLoadAnImageInCpp("imageName.png");
While having a simple structure like:
root
--src
--images
If there is no way to currently do this, is there a workaround or a more standard way people do this in C/C++?
As mentioned in the comments, unlike jars in java, c/c++ does not seem to have a standard way of including assets in the executable. There do seem to be platform specific ways and gradle does seem to have support for Windows resource files, so if that is what you are looking for see the gradle docs.
I prefer not to do any platform specific things though so I thought I'd answer this with what I decided to do in case someone else finds this question with a similar need. If another, better, answer pops up and I notice I will change the selection.
In the end the executable will look for paths relative to where it is executed (from what I can tell at least.) So I just made a copy task to put the assets in a parallel folder.
task copyAssets {
copy {
from "."
into "build/exe/main"
include "images/**" // This will take the whole images folder from project root
}
}
build.dependsOn copyAssets
So when I gradle build now it will copy my images folder to the same folder that it builds my 'main' cpp source executable. And in my code I can access those images with:
HoweverYouGetImages("images/imagename.png");
You could of course get more fancy with your task and zip it up or compress your images and decompress on loading in your code.
Related
I have multiple i18n qm files and translation works like a charm right now.
The problem I'm facing is, that I have the following folder structure:
project
-build
--debug
--release
-src
-i18n
Now my colleagues have different build folder structures, hence:
translator.load("../../i18n/{translationfile}");
won't work for them.
One solution might be to settle on a specific build-folder structure, but this is not what I want. I'd prefer to export all the translations to the application itself so it may be shipped without any special folder structure. Just give the customer the binary and go, like it should be.
Anyway, I have no idea how to do this in qmake (nor in cmake for that matter, but qmake is what I need to use here.)
I had a look at: How to Integrate Qt4 qm files into binary using cmake and QRC? but still not sure.
Any help appreciated.
Looks like I fixed it.
Instead of
translator.load("../../i18n/{translationfile}");
I use
QDir dir(":/i18n");
translator.load(dir.absoluteFilePath({translationFile}));
I also added a i18n.qrc file to my pro file:
RESOURCES += images.qrc \
i18n.qrc
It works if I move the binary/executable to another folder and execute it from there, so I guess that's all that is needed to compile translation files into a QApplication.
So I am running into an issue when I go to build my projects using tfs build controller using the Output location "AsConfigred" it will not detect my unit tests. Let me give a little info on my setup.
TFS 2013 Update 2, Default Process Template
Here is a few screenshots that can hopefully help fill in what I can't in typing. I am copying my build out to a file share on our network so that we can use other utilities use the output. I don't want to use "PerProject" or "SingleFolder" because they mess up the file structure we have configured (These both will run the tests). So i have the files copy to folder names "SingleOutputFolder" which is a child of the DropLocation. I would like to be able to run from the drop folder or run from the bin folder for each of my tests (I don't care which). However it doesn't seem to detect/run ANY of the tests. Any help would be greatly appreciated. Please let me know if you need any additional information.
I have tried using ***test*.dll, Install\SingleFolderOutput**.test.dll, and $(TF_BUILD_DROPLOCATION)\Install\SingleFolderOutput*test*.dll
But I am not sure what variables are available and understand where the scope of its execution is.
Given that you're using Build Output location set to AsConfigured you have to change the default values of the Test sources spec setting to allow build to find the test libraries in the bin folders. Here's an example.
If the full path to the unit test libraries is:
E:\Builds\7\<TFS Team Project>\<Build Definition>\src\<Unit Test Project>\bin\Release\*test*.dll
use
..\src\*UnitTest*\bin\*\*test*.dll;
This question was asked on MSDN forums here.
MSDN Forums Suggested Workaround
The suggested workaround in the accepted answer (as of 8 a.m. on June 20) is to specify the full path to the test projects' binary folders: For example:
C:\Builds\{agentId}\{teamProjectName}\{buildDefinitionName}\src\{solutionName}\{testProjectName}\bin*\Debug\*test*.dll*
which really should have been shown as
{agentWorkingFolder}\src\{relativePathToTestProjectBinariesFolder}\*test*.dll
However this approach is very brittle, for the following reasons:
Any new test projects you add to the solution will not be executed until you add them to the build definition's list of test sources:
It will break under any of the following circumstances:
the build definition is renamed
the working folder in build agent properties is modified
you have multiple build agents, and a different agent than the one you specified in {id} runs the build
Improved Workaround
My workaround mitigates the issues listed in #2 (can't do anything about #1).
In the path specified above, replace the initial part:
{agentWorkingFolder}
with
..
so you have
..\src\{relativePathToTestProjectBinariesFolder}\*test*.dll
This works because the internal working directory is apparently the \binaries\ folder that is a sibling of the \src\ folder. Navigating up to the parent folder (whatever it is named, we don't care) and back in to \src\ before specifying the path to the test projects binaries does the trick.
Note: If you have multiple test projects, you add additional entries, separated with semicolons:
..\src\{relativePathToTestProjectONEBinariesFolder}\*test*.dll;..\src\{relativePathToTestProjectTWOBinariesFolder}\*test*.dll;..\src\{relativePathToTestProjectTHREEBinariesFolder}\*test*.dll;
What I ended up doing was adding a post build event to copy all of the test.dll into the staging location folder in the specific build that is basically equivalent to where it would go on a SingleFolder build and do that on each test project.
if "$(TeamBuildOutDir)" == "" (
echo "Building Interactively not in TFS"
) else (
echo "Building in TFS"
xcopy "$(TargetDir)*.*" "$(TeamBuildBinaries)\" /Y /E /S
)
MSBUILD parameter in the build def that told it to basically drop in the folder that TFS looks for them.
/p:TeamBuildBinaries="$(TF_BUILD_BINARIESDIRECTORY)"
Kept the default Test assembly file specification:
**\*test*.dll
View this link for the information on the variable that I used and what relative path it exists at.
Another solution is to do the reverse.
Leave all of the files in the root so that all of the built in functionality works. There is more than just test execution in there. What about static code analysis, impact analysis..among others. You would have to do something custom for them all.
Instead use a pre-drop powershell script to create your Install arrangement from the root files.
If it is an application then you can use the _ApplicationFolder Nuget package to create an _PublishApplications folder same as you get for web applications.
I have set up a project on top of Qt (so source is written in C++) and I wanted to try Gradle for automatic builds on that. It took me some time to get into the details of configuring a multi project build (there is an executable and two libs) and now I am trying to tell the cpp-exe and the cpp-lib plugin how my source tree is structured.
I have set up a task that should print all of the source sets (there should be at least the default ones right?) and it looks like this:
task projectinfo {
description = "Informations about the current project"
group = INFORMATIONS_GROUP
doFirst {
task -> print ("""${task.project.sourceSets.all}""")
}
If I run this task Gradle tells me that there is no property "sourceSets" for the project. The documentation of the plugin tells me that it is possible to customize the source locations, but not how.
So my question would be: How can I tell the Gradle cpp plugin which source files to use. If there is any documentation about the cpp plugin apart from its API documentation and the Gradle user guide that would be helping too.
Have a look at Adam Murdoch's usage of Gradle's 'cpp plugin'. I believe he's one of the main Gradle submitters, so he should know how to use this better than anyone:
Exert from native-platform/build.gradle
cpp {
sourceSets {
main {
source.exclude 'curses.cpp'
}
curses {
source.srcDirs = ['src/main/cpp']
source.include 'curses.cpp'
source.include 'generic.cpp'
source.include 'generic_posix.cpp'
}
}
}
Then, within the 'libraries' node, refer to all/any combination of architecture and source sets:
sourceSets << cpp.sourceSets.main
sourceSets << cpp.sourceSets.curses
I've not had too long to look over it myself, but it looks like he defines a number of OS architecture based source code include combinations and stores these in the variants variable. He then processes them into platform JARs (I haven't actually ran the build yet, maybe I should).
Also, take a look at https://github.com/rklaren/GradleJNI, it uses the cpp plugin but looks to be a little Windows-oriented.
Update - I also found https://github.com/alkemist/gradle-cpp-demo, which has an example of the 'cpp-exe' plugin building an executable.
Is there a way to specify the root directory at runtime within a program's execution? The reason why I ask is because I'd like to be able to have an assets folder which I can access in code simply via "assets/" relatively, as opposed to having to type "absolute/path/to/assets". Worst case scenario I can create a macro or a const std::string/QString to append to everything, but I find that it would be cleaner to just allow the project to be able to access everything relatively FROM the source directory, as opposed to the actual build directory.
How can this be achieved, if at all?
edit
I should also state that I'm operating in Linux, and don't have any plans for multi-platform use at the moment, mainly due to the fact that I'm just creating study projects.
Switch your working directory to the application executable's directory, like so:
if (QDir::setCurrent(QCoreApplication::applicationDirPath())) {
// success!
...
}
This is cross-platform.
I'm beginning development on an acoustic spectrum analysis tool (inspired by spek) written in C++ with gtkmm (C++ bindings for the GTK+ GUI toolkit). I would imagine that I should know how to do this by now, however...
My directory structure is a-la-GNOME, e.g src/, data/, po/, man/. The specific situation that presented the need for my inquiry is the use of a GTK UI Manager that will be located in data/ui. For this specific situation, I want to be able to load the user-interface from this file in an install-independent manner (e.g. loading of the file does not depend on a make install; the executable may be run [and load the UI file] either from src/ after running make [thus compiling the sources into the selfsame exectuable] or from its install prefix). How would I refer to the UI file in my source code (keeping in mind that the loading of the file is not performed by creating a file object (fopen(...)) but rather by passing a file location as a string argument to (UIManager).add_ui_from_file(...))?
In addition to this particular situation of a UI file, how would I do similar references to files (i.e. databases, INI files, XML schemas) by using the autotools build process? Is there a piece of relevant Automake code to quickly set up a project to use this type of directory structure?
simply try to use both files (with the un-installed taking precedence):
if(!(UIManager).add_ui_from_file(../data/ui/mygui))
(UIManager).add_ui_from_file(/incalled/location/mygui)
In Glom, I created a helper function that tries both locations, with both locations being defined in the Makefile.am (this is simpler if you have only one Makefile.am, by using non-recursive automake, which is simpler anyway):
http://git.gnome.org/browse/glom/tree/glom/glade_utils.h#n38