(C++) How can I test the new application in MOOS-ivp? - c++

I've got a problem with compiling my basic code with MOOS-ivp.
I made main.cpp, simpleApp.cpp and simpleApp.h from documentation, where should I put it to build it with moos? In docs there is note about launching MOOSDB and uMS - ok, but there is not any option to find path to my .cpp file. Is there any default path? Maybe should I compile it firstly with gcc?

I'll assume you know some basic information about MOOS or are taking the MIT 2.680 course and know some of the terminology talked about in the introduction lab.
The recommended way to build external MOOS is to have moos-ivp and moos-ivp-extend in a directory next to each other. You should run GenMOOSApp_AppCasting in the moos-ivp-extend/src directory and add your new project to the CMakeLists.txt file in the same directory. Then, use the included ./build.sh script to build your executables, and add the directory it makes to your $PATH.
Finally, you should be able to run your mission with your new MOOS app.

Related

Changing name of application file (.C file)

I changed the name of an modified application to seperate it from the basic application. Lets say the .C file of the old application is "OldApplication.C" and of the new modified one is "NewApplication.C" Unfortunately, when trying to start the new modified application in terminal by typing "NewApplication" I get:
NewApplication: command not found
Two Question:
How can I make my new application executeable?
Can someone give me a brief overview about the files of a project/application and their functions?
greetings, streight
The mistake of this kind
make: * No rule to make target OldApplication.dep', needed byMake/linuxGccDPOpt/dependencies'. Stop.
often occurs in situation when the Makefile ceases to comply with the structure of the whole project.
In your case make script obviously trying to find the file that was renamed by you and therefore it fails with en error. I think that you should explore the structure of your Makefile and replace all the changed file names with its new versions.
Also you say the you are refused to launch your new executable, but what else could be expected since the project was not compiled?

Boost in Netbeans 7.1.1

Trying to run the following:
#include<iostream>
#include<boost/filesystem/operations.hpp>
namespace bfs=boost::filesystem;
int main()
{
bfs::path p("second.cpp");
if(bfs::exists(p))
std::cout<<p.leaf()<<std::endl;
}
I got some errors in cygwin so I decided to try out netbeans, and used the following as a guide. I added all links and the following for filesystem Project -> properties -> Linker ->Libraries -> Add option -> Other -> -lfile_system as noted here. I have run a separate test using #include<boost/any.hpp> so I am not currently doubting that my boost is not installed correclty.
It seems weird to me that it is "file_system", so I also tried "filesystem" but to no avail.
When i hold Ctrl and click on #include<boost/filesystem/operations.hpp> my netbeans brings up my operations.hpp file so it seems okay (linked properly internally that it can "see" what I want it to see).
The solution to installing boost came in the following form:
1 - If you have any path variables that are being used for Visual Studio you should temporarily change the variable during installation. This is a good guide. Once that is done, this is one step completed.
2 - Download and install MinGW. This is a very easy process and you can find the installer files here.
Once you have done these things (if you are in the same situation as me), you will now be able to properly install boost.
Horay!
Using Boost with cygwin step by step
Create a new Project
It is better to take the names given here in this tutorial exactly. Later ask: It does not work, can then be easier to find.
I do not think I need to mention all T:\ must of course be replaced with your drive.
Project Name : Boost-cyg-Test
Now your Project should look like
Open main.cpp
Overwrite the generated code with the following. We want to that, first of all everything works without error.
Therefore, please do not use your own special code.
It is difficult to find a fault. Then told after several ask, to get:
I have used my own code
#include <iostream>
#include <boost/filesystem.hpp>
using namespace std;
using namespace boost::filesystem;
int main()
{
path p("second.cpp");
if (exists(p)) { std::cout<<p.leaf()<<std::endl; }
}
In this section we assume that "boost" is already compiled.
goto Tools -> Options
Your C++ Code Assistance options should look something like this.
If this is not so, we should let Netbeans create that for us.
Add New Tool Collection
After we have completed this dialog with OK, we should find the settings shown above. ( C++ Code Assistance options).
Copy all libs into the right place
Let's create a new folder 'boost'.
With a search tool, search in your compiled Boost folder for *.a
My Boost is compiled with the shared option so we find :
For our short App. we need only 2 files.
libboost_filesystem-gcc45-mt-d-1_53.dll.a
libboost_system-gcc45-mt-d-1_53.dll.a
But if we're at it to copy two files, we can copy all files.
So mark all found .a files and copy them into the directory just created
T:\cygwin\lib\boost .
Now we do the same with our .dll files.
Mark all .dll files and copy it in your ?:\cygwin\bin directory.
If you only have compiled static librarys, you can skip this point.
Now it's time to modify our project settings.
As you can see i put my source Boost folder into cygwin
and
As we have already noted above, we need two .a files.
with Add Library navigate to T:\cygwin\lib\boost and select
libboost_filesystem-gcc45-mt-d-1_53.dll.a
libboost_system-gcc45-mt-d-1_53.dll.a
Now you'll notice that this name was shortened by netbeans to:
boost_filesystem-gcc45-mt-d-1_53.dll
boost_system-gcc45-mt-d-1_53.dll
This is somewhat confusing. It looks as if a .dll is standing here. But it is really a .a file.
Set a breakpoint in main.cpp. Now we start debug.
I have marked the important part, the two libs, with an arrow.
All libs are found and after make has finished, stops at the breakpoint.
The output:
Build Boost for Cygwin
For all who want to create boost with shared library itself.
Download boost_1_53_0.zip
Create a folder in your ?:\cygwin directory.
boost_1_53_0
Extract the zip file into that directory.
It should look like:
open a cmd window, cd to boost_1_53_0 directory.
To have a clean build we need a PATH that have only the cygwin home and bin.
In the cmd type.
SET PATH=T:\cygwin;T:\cygwin\bin
and test the path.
PATH
Type
bootstrap.bat
Type
.\b2 --build-dir=T:\boost-cyg toolset=gcc variant=debug link=shared runtime-link=shared
After some time the build is finished.
Now you have the same environment that we have used in the tutorial.
If you get a Error : gcc not found
copy (not rename) in ?:\cygwin\bin folder, for example : (names may differ).
i686-pc-cygwin-gcc-4.5.3.exe to gcc.exe
and
i686-pc-cygwin-g++-4.exe to g++.exe
Hope it helps you.
Could you paste the error you get when compiling ?
I am not used to compile programs in a Windows environment, but I think as Jesse Good suggested in a comment that you have a linker error.
You may solve it by using -lboost_filesystem instead of lfile_system.
To find out how your libs are called, you get the name of your lib (on my unix environment I have libboost_filesystem.so), strip the "lib" prefix and the ".so" or ".a" suffix (must be different in a Windows environment).
if your boost installation is correct and you are sure about it then for Unable to resolve identifier try Code Assistance->Reparse Project from context menu of the project. It tries to recover broken code model by reparsing project from scratch. if that didn't workout try closing IDE and removing code model cache.
p.s. do you have compilation errors?

TFS Build and absolute path in app.config

first, I'd like to apologize for my english, it's not my 1st language !
I'm a total n00b in the wonderful world of TFS Build (2010), and I've got a problem.
I'll try to explain it to you using a simple example (but my actual situation is much more complicated).
I have a project with a console application "MyApp1", its location on my computer is "D:\MyProjets\MyApp1".
I have another project "Res" which contains only resources, including a file named emailTemplate.html.
My project "MyApp1" uses this file. Therefore, in the "App.config" file there's a key that stores the path of this resource : "D:\MyProjets\Res\emailTemplate.html"
Finally, I have a test for that application "MyApp1". This test checks if an e-mail has been sent. To send the e-mail "MyApp1" will need the file "emailTemplate.html", and will use the key in the configuration file to find it.
When I run the test on my computer : everything's ok.
But if I build the solution with TFS Build, when the tests are run I have a problem with this resource. During the build, the source files are copied in a directory (for example "D:\Build\1\My build projet\Sources\MyProjets\Res", and therefore "MyApp1" will look for "emailTemplate.html" in "D:\MyProjets\Res\emailTemplate.html" (configuration file) and of course won't be able to find it.
How should I do ?
I already know that my project shouldn't work with resources this way, but it's almost impossible for us to change that now, since it's the way we've been working in my company for a loooong time...
I thought about modifying the BuildProcessTemplate to force the Build server to run a getLatest on the Res projects exactly where I want. But I don't know if it's a good idea, or if it's even possible...
Thanks a lot for your help ! :)
Edit your build definition to include the "Res" project directory in the workspace as well. It should be automatically download/updated at each build (if you use any of the default process templates), and as long as you use relative paths in your tests you should be fine.

How to use SQLite in C++ program using Code::Blocks?

I'm a complete beginner with Code::Blocks and SQLite, and have some basic knowledge with C++. I'm currently using Ubuntu 11.04.
I have downloaded SQLite Amalgamation here. When I extracted the zip file, there are four files inside: shell.c, sqlite3.c, sqlite3.h, and sqlite3ext.h. If I simply add those files to a (for example) a console project, it gives out an error: the .c's of the downloaded sqlite each have their own main function. Removing those from the project, the errors are gone and I can call #include "sqlite3.h". I am trying to follow this, and tried the first two lines of code from here and it gives out an error: undefined reference to sqlite3_open.
I think adding those .h's directly to a console project isn't the right way to use it, though I'm not sure.
How exactly should I use those? What should I do to use those for my C++ program?
Any help is greatly appreciated. :)
EDIT: I also tried to create a .a file of those sqlite files by following this. When I try it, it gives out an error: cannot find -lsqlite.
I got it! Though there was something that I did that caused problems.. I forget to remove the .a file that I added at Project > Build Options > Linker Settings earlier, which caused problems..
Here are the steps I made to add SQLite: (for those that might have the same problems)
Copy the files extracted from the SQLite Amalgamation to the directory of the project.
Add the sqlite files (Project > Add Files) EXCEPT the shell.c (it is the one that causes the multiple function error)
Compile it (Yes, a simple Ctrl+f9).
here are errors: undefined reference to pthread_mutexattr..... These are fixed by going to Project > Build Options > Highlight 'the Project Name' above Debug and Release at the top left corner > Linker settings, and adding "-lpthread" (without quotes) to Other linker options:.
Some more errors are found: undefined reference to dlopen, dlerror..... Add '"-ldl"' just below the '"-lpthread"' added earlier.
DONE :)
I didn't find a complete answer for Windows as a beginner, and at the beginning it is very painful to understand everything. So here's what worked for me.
Download the SQlite Amalgamation file.
Open Code::Blocks -> New Project -> Choose static library
Unzip the file you have downloaded and copy the folder/contents to your new project directory. Add all the files to the project and build the project.
You will find a ProjectName.a file in the bin/Debug or bin/Release directory. Copy that file to your actual SQlite project directory.
Go to Code::Blocks Project->Build options. Select 'Linker Settings' tab and add the path to the .a file. Don't close it yet!!!
In 'Search Directories' tab, select the 'Compiler' tab, add the path to the Amalgamation header files, or copy the header files to your directory (you can add the header files to your project) and in the 'Linker' tab add the path to the .a file
Now Compile!!! Hopefully this will run
That is all, I wish it'll save some searching time for another noob
You will need to compile the sqlite code first, and then just #include "sqlite3.h" into your project where you need it.
UPD:
Try this:
Download this package from sqlite site and extract it somewhere, say, into a folder called "sqlite". Open terminal, and go into this folder. Inside of it, run
./configure
sudo make
sudo make install
and see what happens. It should build itself automatically. Consult the README file that is inside the archive too.

Where to start for writing a shell script for copying elements into main app xcode4

I am looking for some documentation or tutorial for copying files from a given directory into the app created by xcode at build time, before it is run.
At first I have tried to copy files into the derived directory, hoping that everything resides in there would be automatically added to the app, but I was wrong.
So I am looking for a script because the original dir may change its name, second the script could be customized by another xcode 4 user with its src dir path etc.
The things is I don't know how to start, which language etc. I am quite confident with shell script, but maybe there's a better option.
Second, I am trying to figure out which command could add a file in the already built app.
thanks
That answer didn't really help - the BUILT_PRODUCT_DIR isn't where most stuff goes.
Ultimately, I found you just need to do:
Add the following to the very end of your script (or get your script to write directly to the output location):
cp ${DERIVED_FILE_DIR}/[YOUR OUTPUT FILES] ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}
...but there's a lot of other things I tried. More thoughts and ideas here: http://red-glasses.com/index.php/tutorials/xcode4-a-script-that-creates-adds-files-to-your-project/
You want a Run Script or Copy Files build phase. Select your main project in the navigator, then select the app's target. Click the Build Phases tab. Click the Add Build Phase button at the bottom of the window and choose the appropriate phase.
By "appropriate" I mean if you really want to run a script, you'll use a Run Script build phase and use Xcode-provided environment variables like $BUILT_PRODUCT_DIR (see the documentation or hit build and examine the full output of an empty script in the build log) to figure out your target folder. If all you want to do is copy files (no real processing), the Copy Files build phase already knows how to locate the app bundle's proper folders depending on what you're copying (Resources, Frameworks, etc.).