I am trying to install QuantLib on my Mac running OSX 10.11.6. Installed Boost 1.59 via MacPorts and then followed these instructions.
I used these additional environment variables
./configure --with-boost-include=/opt/local/include/ \
--with-boost-lib=/opt/local/lib/ --prefix=/opt/local/ \
CXXFLAGS='-O2 -stdlib=libstdc++ -mmacosx-version-min=10.6' \
LDFLAGS='-stdlib=libstdc++ -mmacosx-version-min=10.6'
and then make && sudo make install.
However when I run the Bermuda Swaption test it gave me the same error described here.
Little premise: I don't know anything about C++. I need QuantLib to work on Python. So I read carefully the answer by SmallChess and tried to solve it by myself. As I read in his answer
You can't just compile BermudanSwaption.cpp and hope everything would be fine. You have to compile the entire QuantLib library and link with the generated library files. Please google "compiling and linking C++" for more information.
By far, the easiest way to make it happen on Mac is to do it with Xcode. You will need to create a new Xcode project, and import the entire Quantlib project files into it. Next, you will need to create a main() function. Xcode does the compiling and linking for your automatically.
This is what I exactly did:
created a new project in Xcode (version 8.2.1)(file/new project/Command Line Tool/"HelloWorld"/Documents/create)
selected Targets, Build Phases and Link Binary With Library. Added libQuantLib.0.dylib
set libstdc++(GNUC++ standard library) as C++ Standard Library in Build Settings
Modified Header Search Paths to include: /opt/local/include/, and Library Search Paths to include: /opt/local/lib
C++ Language Dialect is set on Compiler Default.
Dragged the ql folder onto the left window of the Xcode
Now, I managed to copy a simple code which includes the library and even if there are many warnings, it runs. Still when I run on the Terminal the command for the Bermuda Swaption test I get the same error. What am I doing wrong?
Additional info (may or may not be useful): if I change the C++ Standard Library setting on Xcode to libc++, I get on Xcode the same error I get when i try the Bermuda Swaption test (ld: symbol(s) not found for architecture x86_64).
Any help would be very much appreciated
Regards
EDIT: you can find a picture of the code at https://i.stack.imgur.com/1zhjO.png
Related
There are many tutorials about setting up a new XCode project for use with wxWidgets, but I need to integrate it with a large existing XCode C++ project.
The wxWidgets setup process is unclear to me. I built wxWidgets in XCode with the included wxcocoa.xcodeproj file. But when I include all the header files and the libwx_osx_cocoa.dylib library to my existing XCode project, I get all these errors within the wxWidgets header files like Use of undeclared identifier 'wxApp' and No matching constructor for initialization of 'wxEvent' as if it's missing files, but I've included all the header files and compiled library. I tried building wxWidgets in the terminal and get the same errors. I tried make install to actually install wxWidgets on my system. I tried running this command wx-config --cxxflags --libs all in the terminal. I tried adding wx-config --cxxflags and wx-config --libs all to the compiler and linker flags in my XCode project. None of these had any effect.
The irony is that I'm trying to use wxWidgets library to make the GUI process easier, but instead I've spent two days pulling my hair out trying to get my C++ XCode project to compile. Does anyone know what I'm doing wrong?
EDIT: The problem seems to be XCode. I've downloaded the wxWidgets Hello World sample program at the bottom of this page. I can build this program without issue in the terminal, but when I put it into a new XCode project, it won't build. How can I get XCode to build this simple program?
cx-config output:
XCode project settings:
EDIT 2: I exported the Build Log out of XCode and saw that the actual build command uses clang. When I successfully compile Hello World in the terminal, I use clang++. When I try the same command with clang, it doesn't work. Perhaps this is the issue, since clang only links C libraries and the errors XCode is giving me relate to not being able to find standard C++ functions.
EDIT 3: Wow I hate XCode. I got my Hello World program to compile by accident. The solution was putting the wxWidgets compiler flags in the Targets Build Settings, whereas before, I had it in the Project Build Settings. I assumed the Targets would inherit the Project settings, but I guess not!
EDIT 4: I got my complicated XCode project to compile with the wxWidgets libraries by taking all the search paths & flags and moving them from the Project Build Settings to the Targets Build Settings. What a nightmare! Glad it's over
#WaddleDee72
,
I suggest doing following:
Delete wxWidgets directory.
Unpack wxWidgets into i.e. ~/wxWidgets.
Open Terminal.
In the Terminal
4a. cd ~/wxWidgets
4b. mkdir buildOSX
4c. cd buildOSX
4d. ../configure --enable-debug
4e. make -j5
After successful build
wx-config --cxxflags
wx-config --libs
Use the output of 2 commands above and put the values where they belong in XCode project.
If you get any issues - let us know.
Thank you.
Hi I am having problems with trying to get sfml going with netbeans. Here is a short video of what I have done. video
After listening to HEKTO I now downloaded the MSYS. I removed the static libraries and get this error now:
The application failed with exit code -1073741515 (0xc0000135).
This could indicate that no required .dll was found in the PATH.
Please try to start the following command from the command shell (cmd.exe).
This may give some additional information.
C:\Users\david\Documents\NetBeansProjects\tester\dist\Debug\MinGW_1-Windows\tester.exe
RUN FAILED (exit value -1,073,741,515, total time: 58ms)
After adding system path.. heres new img:
system path img
The SFML developers recommend the exact match between your MinGW version and your SFML version - please see this page, especially these three lines:
The compiler versions have to match 100%!
Here are links to the specific MinGW compiler versions used to build the provided packages:
TDM 5.1.0 (32-bit), MinGW Builds 7.3.0 (32-bit), MinGW Builds 7.3.0 (64-bit)
Your MinGW compiler is 8.2.0 - it doesn't match. So you'll need to download the MinGW using links from this page and install it manually.
Also you try to link with static libraries (with suffix _s). In this case you have to add other libraries to the linker setup - please see here. If to use dynamic libraries then you won't need any additional libraries, however the SFML directory with its DLLs will need to be added to the system path.
UPDATE. Your question has been rewritten many times, so my answer has become irrelevant - this is not good, the question can be updated to improve it, but please not to rewrite it completely following additional information given to you in comments. References to videos and pictures aren't welcomed here also. Your question must be self-contained and potentially helpful for others, looking for help in similar situations.
That said I'll add two tips for future generations:
Don't use relative paths for include and lib directories in the NetBeans compiler and linker setup - use only absolute paths.
MinGW distributions, referenced on the SFML downloading page, don't contain the MSYS (small collection of Unix tools, which includes make.exe). You'll need to download and install the MSYS separately, for example using the MinGW installer with msys-base package only.
im trying to port a c++ project from visual studio 2013 to netbeans on ubuntu. The target is a windows executable, so far im able to compile windows exe files from netbeans using mingw as compiler.
The project needs the Crypto++ library and i only have the .lib version for visual studio. To include the library in netbeans i first need to build the Crypto++ library in the .a format.
Its not clear to me how should i do that.
Ive found informations on how to build the library for linux with mingw but not for cross compilation with mingw. The provided GNUmakefile does not work.
Should i set up a vm with windows and mingw and compile the library that way? Or maybe use the qmake "hack" as suggested here http://www.qtcentre.org/threads/28809-Compiling-amp-using-Crypto-with-mingw-version-of-Qt ? The last good Crypto++ version suggested there is quite old. This is confusing, porting the whole project is easier than having the required library.
Im open to any suggestion.
tldr: how to build libcryptopp.a on linux for the cross compilation of a windows exe project
edit:
for example if i cross compile something there are windows libraries in the /usr/i686-w64-mingw32/lib/ folder like libuser32.a. i need to make the equivalend libcryptopp.a.. sorry if is a bit unclear.
if i simply build using the steps in answer (and in the wiki) i end up with a libcryptopp.a file but i suspect is linux-only, cause if i link that library in netbeans in the .exe file im cross compiling i end up with undefined references to cryptopp stuff everywere. the paths are correct, i suspect the library needs to be replaced with the equivalent libcryptopp.a compatible with crosscompiling.
edit2: im trying to follow the answer down here, now im stuck here. after this command to build cryptopp.
make CXX=/usr/bin/i686-w64-mingw32-gcc INCLUDES="-I /usr/i686-w64-mingw32/include" LIBS="-L /usr/i686-w64-mingw32/lib" CXXFLAGS="-std=c++0x"
and many variations of it i always end up with this error
trap.h:26:25: fatal error: Windows.h: No such file or directory
# include
which makes me think its using the right compiler to make a .a lib file for cross compiling the windows .exe with the lib.
however i dont understand whats going on now with the missing header..:(
Also if i try to link the lib file (used with visual studio) i get a lot of linking errors, undefined reference to cryptopp stuff.
ill offer a symbolic beer (a couple of $ of Bitcoins) if someone finds out how to do it.
Inspired by http://wiki.amule.org/wiki/Cross-compilation_for_windows_with_mingw:
sudo apt-get install mingw-w64
git clone https://github.com/weidai11/cryptopp
cd cryptopp
export TARGET=i686-w64-mingw32
CXX=$TARGET-g++ RANLIB=$TARGET-ranlib AR=$TARGET-ar LDLIBS=-lws2_32 make -f GNUmakefile
I've found informations on how to build the library for linux with mingw but not for cross compilation with mingw.
Its relatively easy...
Get Crypto++ ZIP into MinGW.
Unpack Crypto++ ZIP.
Change directories.
Build the library.
Verify All tests passed.
(1) and (2) can be tricky because Cygwin and MinGW are missing a lot of tools. So curl https://www.cryptopp.com/cryptopp563.zip -o cryptopp563.zip may not work.
For (2), I seem to recall ZIP is missing, so unzip -aoq cryptopp563.zip -d cryptopp-5.6.3 may not work.
At step (4), just perform make static dynamic test and be sure it finished with All tests passed.
I do a lot of testing with Cygwin and MinGW. I have a script that copies Crypto++ into the environments from my Desktop. I have not been able to figure out a way to automate it. A recent question on automating it was closed, so no one can supply an answer (see How to automate software testing for Cygwin and MinGW).
I am currently learning C++ using Lynda.com tutorials, I am a complete beginner and am following the tutorials on how to set up Eclipse on my Mac.
When I initially run the version-test.cpp program provided, it runs fine with the expected output (GCC version 4.2.1)
The tutorial requires my Mac to be running GCC version 4.7.0 or above and it explains how to upgrade GCC. The tutorial instructs me to save the updated GCC files within my home directory within the folder hpc-gcc and then follows on to explain the method to set my PATHs to find this folder.
Now when I run the version-test.cpp program it fails with the following error
dyld: Library not loaded: /usr/local/lib/libmpc.3.dylib
Referenced from: /Users/gary/hpc-gcc/bin/../libexec/gcc/x86_64-apple-darwin13.1.0/4.9.0/cc1plus
Reason: image not found
So from this message I can see that the system cannot find the required files within /usr/local/lib.
I am able to copy the files from hpc-gcc/bin to /usr/local/lib and have the program compile and run correctly but I am hoping to find out why Eclipse cannot read the required files directly from ~/hpc-gcc/bin
I have spent the last 2 hours searching forums and search engines for the answer but I am no further forward. I realise I can simply have the GCC files within /usr/local/lib and it will work but I want to understand where I am going wrong.
Solved.
You need to go into the properties of the Working folder (if you are following the lynda.com program you will understand the working folder) and under C/C++ Build -> Environment menu (Where we added in the LIBRARY_PATH, PATH, AND CPATH variables) and add in DYLD_LIBRARY_PATH with a value of ${HOME}/hpc-gcc/lib.
Remember the C/C++ Build "menus" are for build and debug, so the project is not able to find the library for the building process.
And you will be good to go.
Using OSX and vim...
Downloaded SDL2 from the website, then moved the SDL2.framework into /Library/Frameworks/
Using tutorial code, and Makefile... SDL.h is not found.
Makefile: g++sdl-config --cflags --libssdltest.cpp -o sdltest
I've read numerous things about pointing the compiler to the framework, but everything I've tried doesn't seem to work, and I thought /Library/Frameworks/ was the default area for the compiler to look
Got it to work.
Getting this to work took multiple tries, but the root of the issue for each try was that most of the Tutorials I was looking at were for SDL1.2 when I was using SDL2.
This changed flags in the make file, directories to search in and other things. Interestingly, I could never get the compiler to see SDL.h when it was in the /Library/Frameworks/ directory. However using Macports to install SDL2 allowed me to point the compiler to where Macports installed SDL2 header files - /opt/local/include/SDL2
That seems to have done it for me
Thank you for your question, because I was having similar difficulties! There seems to be a dearth of detailed and helpful tutorials on how to install SDL2 using Macports.
I got it working! Here are the steps:
Visit this link to find the Macports package appropriate for your version of Mac OS X. Install the version you need, and once that is done, proceed to step 2.
https://www.macports.org/install.php
After installation is done, visit this link to find the SDL2 port.
https://www.macports.org/ports.php?by=name&substr=libsdl
The one I needed was the third from the top, called libsdl2. I will be providing the name for you so feel free to visit the link simply for your own edification.
Open the Terminal, and type sudo port install libsdl2. If all goes to plan, you should see it installing and updating. Once it is complete, you should have a functional installation of the SDL2 Header files, (ending in .h), Static Library files (ending in .a) and Dynamic Library files (which contain dylib). You may have to do some poking around in Finder to locate where it installed.
The advantage of this workaround is the ability to use SDL with other IDE's besides Xcode, Eclipse for instance. Whereas Xcode requires you to assign a path of /Library/Frameworks, this technique should allow you to use the IDE of your choosing.
The final step is going into your IDE and assigning the build paths to these newly installed and compiled SDL files. For instance, the paths for mine are /opt/local/include and /opt/local/lib. Be mindful of the fact that your path may differ from these, but these examples should give you an idea of where to look.
Hopefully this is helpful for somebody!