Jetbrains CLion Toolchains: "CMake: test run timed out" - c++

I've just installed Jetbrains CLion onto a Windows 10 machine and I can't seem to get the toolchains set up correctly. I've installed all the required packages using Cgywin (packages located at C:\cygwin64\bin) but CLion can't seem to find these and gives the error "CMake: test run timed out". Please see the screenshot showing the error below. Anyone got any ideas?

Seems you need to install CMake for cygwin. CMake is not in set of default packages. Please, read
How to install CMake on Cygwin?

Related

why I'm getting error in executing my C++ code

I have installed MinGW 3 times and I've also added path in env. variable but whenever I try to run a code in CodeLight it just gives me the following error:
mingw-32-make.exe: *** [ALL] Error 2
In MinGW installation tutorials there are .exe files in the bin folder but I don't have any .exe file in the bin folder inside MinGW. I've tried installing it 3 and very carefully.
Can someone help me out?
Make sure the compiler and build tools are properly configured in the IDE (CodeLight).
Installing MinGW by itself doesn't tell CodeLight were to find it.
There is a standalone MinGW-w64 personal build available at http://winlibs.com/ that doesn't need installation, just unzip it. On the site there is an explanation on he wot configure Code::Blocks IDE to use this compiler. The steps should be pretty similar in CodeLight.

C++ set-up for Visual Studio Code not working

So I am trying to code C++ on Visual Studio Code. I am following a tutorial from youtube. https://www.youtube.com/watch?v=DIw02CaEusY&t=597s
When I get to 9:58 is where I loose track. He gets a message on his #include that says edit "InlcudePath" settings
I am doing the exact same thing as him and mine doesn't work. I am not sure why. I will show screenshots of his video and my code. I would greatly appreciate if someone could help me. Thanks!
This is the youtube video's image
This is my image
You can follow this official tutorial to setup your VSCode environment, which is always up-to-date:
https://code.visualstudio.com/docs/languages/cpp
In short:
Open extension tab
Install "C/C++" extension.
Install compiler, depending on your OS:
Debian/Ubuntu: Install GCC using sudo apt install build-essential
Windows with BuildTools from Microsoft: Install Build Tools for Visual Studio 2019 from here: https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=16
Windows with MinGW: Install MinGW like in the video you provided.
macOS: Install XCode
Follow one of the tutorial to setup VSCode:
Windows with BuildTools from Microsoft: https://code.visualstudio.com/docs/cpp/config-msvc
Windows with MinGW: https://code.visualstudio.com/docs/cpp/config-mingw
macOS: https://code.visualstudio.com/docs/cpp/config-clang-mac
VSCode, depending on your platform should automatically find the compiler you have installed. You can try also to restart VSCode if can't find any.
You should see .vscode directory in your project,
VSCode will ask you if you want to create those files.
error related to path , i guess you have to set the path of mingw bin folder in path of enter image description hereenvironmental variables in system variable

Can't target WSL from VS 2017 - Error Could not find 'zip' archiver

I was attempting to setup VS 2017 15.7.6 to compile a console app I have for Linux. Then I was going to attempt to target WSL.
Following this:
https://blogs.msdn.microsoft.com/vcblog/2017/02/08/targeting-windows-subsystem-for-linux-from-visual-studio/
I get to the Connect Remote System step and add enter in the information, choose Connect and get:
Error Dialog "Downloading and updating headers for Intellisense" pops up with the text "An error has occurred. Could not find the 'zip' archiver, please install it using your system package manager..."
I'm assuming I need to issue an apt-get command from my WSL prompt. But I'm not sure which one.
Anyone else run into this?
I'm very new to WSL and Linux.

CMake error no CMAKE_C_COMPILER could be found using Xcode and GLFW

I'm trying to follow this tutorial to get started with OpenGL: http://www.learnopengl.com/#!Getting-started/Creating-a-window and it requires downloading glfw and CMake.
I have set the downloaded glfw folder as the source code folder and I have created inside that folder another one called "build" which I then set as the build one for the binaries, as the tutorial asks.
I click on "Configure" and I select XCode as the Generator, since I'm on a Mac.
The problem is that when I try to configure the project CMake gives me this error:
The C compiler identification is unknown
CMake Error at CMakeLists.txt:3 (project):
No CMAKE_C_COMPILER could be found.
Configuring incomplete, errors occurred!
See also "/Users/standard/Desktop/glfw-3.2.1/build/CMakeFiles/CMakeOutput.log".
See also "/Users/standard/Desktop/glfw-3.2.1/build/CMakeFiles/CMakeError.log".
I've already read this question, but as far as I can understand, it doesn't have what I need:
CMake error at CMakeLists.txt:30 (project): No CMAKE_C_COMPILER could be found
If you have installed Xcode or Command Line Tools for Xcode, try this:
sudo xcode-select --reset
This happened to me with Xcode10 / Cmake 3.12 after installing Homebrew. Running sudo xcode-select --reset fixed it for me.
Did you install Xcode and Xcode Commandline Tools?
xcode-select --install
If you have Xcode Commandline Tools installed, you should no longer be receiving the xcrun is missing error.
How did you install Cmake? Once you have ensured that Xcode Commandline Tools is installed, please completely remove Cmake from your system and reinstall it. You have a screwed up configuration. There are ways to debug and fix it without a clean install, but since you are new to this, it will be the easiest and lest frustrating way.
Failing that if you do have Xcode Commandline Tools installed, hstdt suggested trying this:
sudo xcode-select --reset
This error means CMake cannot find your standard C/C++ Compiler, looks like you'll need to export the environment variables yourself. you can find the path of your C/C++ compiler with:
xcrun -find c++
xcrun -find cc
Then afterwards when you have the paths, create two variables inside the gui. If you are running it from the cline, it would be something like
cmake -D CMAKE_C_COMPILER="/path/to/your/c/compiler/executable" -D CMAKE_CXX_COMPILER="/path/to/your/cpp/compiler/executable" ...
On a fresh Xcode install the command line tools complain about agreeing to the EULA which build tools don't like. Which you can do with:
sudo xcodebuild -license
If you are on a Mac computer and have Homebrew, you can simply upgrade cmake, forcing the compiler to be reconfigured:
brew upgrade cmake
In my case, I needed to install CMake from CMake official site, download the .dmg, install it and then add the CMake folder the system's PATH.
Before the installation, the output of which cmake is /usr/local/bin/cmake.
After the installation it should be something like /Applications/CMake.app/Contents/bin/cmake.
This has solved the issue for me.
I get exactly this error if ccache is enabled on my machine. Disabling ccache fixed the problem for me.
To check if ccache is enabled, print the systems variables CC or CXX:
echo $CC
echo $CXX
This prints something like the following: ccache clang -Qunused-arguments -fcolor-diagnostics. (CC or CXX are typically overridden by the .bashrc or .zshrc file.)
To disable ccache, use the following:
CC=clang
CXX=clang++
Then rebuild the cmake project:
cmake -G Xcode <path/to/CMakeLists.txt>
Apparently, it is possible to use CMake's Xcode generator also in combination with ccache, as is described here. But I never tried it out myself.
I got this error when I had an invalid value set for CMAKE_OSX_SYSROOT. I was trying to give it the name of the SDK e.g. "macOS 10.13". Setting it to the full path of the SDK resolved the issue.
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk
Compiler detection appears to be broken with Xcode 10 and older versions of CMake. I know that it broke for me with CMake 2.2 and upgrading to the latest (2.13) solved it for me. It was working fine with Xcode 9 and it broke with the upgrade. I tried the other solutions (all good depending on your situation) but upgrading CMake fixed the issue.
If you are on CLion and facing this issue try changing the C and C++ compiler location inside Toolchains settings to the latest one. the default GCC installation directory is /usr/local/Cellar/gcc/...
after I upgrade Xcode to new verison, I met this error, then I upgrade my cmake version, problem solved.
For anyone coming to this question nowadays from google, my problem was fixed via
xcodebuild -runFirstLaunch
I found this by inspecting CMakeFiles/CMakeError.log

Eclipse CDT Binary not found - Mac OS X Lion

On my MacBook Air I need to use Eclipse to make some c++ programs for school. So I downloaded Eclipse for C++ from the eclipse.org and made a little Hello World program. However, when I try to run the program, it just gives me the error "Launch failed. Binary not found".
When I try to build the program, this is the output:
**** Build of configuration Debug for project HelloWorldC ****
make all
Cannot run program "make": Unknown reason
Error: Program "make" is not found in PATH
PATH=[/usr/bin:/bin:/usr/sbin:/sbin]
**** Build Finished ****
However, I tried to make a hello world application in Xcode and that works perfect...
Unfortunately, I cannot use Xcode because the teacher is only allowing Eclipse projects...
I found the solution.
The problem is that you can install the latest Xcode (4.3) only from the app store, and by default it seems like the c++ compiler is only accessible through Xcode, to solve this you need to:
Open Xcode
Go to Preferences
Go to Downloads
Install Command Line Tools
Make sure the "UNIX Development Tools" are installed with the Xcode installer.
I don't have Eclipse here, but on my Mac book which make gives me:
correa$ which make
/usr/bin/make
which is one of the paths it's looking for.
If I remember correctly, it was installed simply installing Xcode from the app store. You should try to check if make is really installed in your system, if not, you could try reinstalling xcode to see if it fixes the problem.
Hope this little bit can give you a starting point. Can't yet comment on the question, otherwise would have just made a comment.