I am having trouble building the ACE_SSL library with OpenSSL.
I am using ACE 6.4.1 and OpenSSL 1.1.0c which is the latest release on github (I would assume these are compatible right, even though building instructions for ACE SSL seem to reference out32 and inc32 which seem to be the output of building a previous version of OpenSSL and not this one).
I managed to build openssl and all tests run ok. After that I ran the .mwc script ACE came with as so:
bin\mwc.pl -type vc14 -features "ssl=1" ACE.mwc
This generated a Visual Studio 2015 solution, which now does contain a project called SSL and several other related projects. However when I try to build, the compiler complains about the use of the incomplete type "BIO_METHOD" which is a typedef of "struct bio_method_st", defined in the openssl header "bio.h".
When doing a search in the openssl folder for "struct bio_method_st", I only find one reference to it and it's in that header, but it only contains the declaration and not the definition. Comparing with older versions of openssl online, that header used to contain the definition as well.
I also found a repo online with a script that downloads and builds ace with ssl, 64 bit version here:
https://github.com/sphawk/build-ace
The script runs and builds ok but it uses ACE version 6.3.3 and openssl version 1.0.2f (which released january this year). I could easily modify it to build the 32 bit libraries which are the ones I need and change it to use the latest version of ACE. Using the latest version of openssl requires a bit more change because building steps changed, so I could save time and use that version of openssl. Would that bring any problems? I assume that even if the new version improves on some aspects, it doesn't render the older ones obsolete right?
Bottom line is I can't figure out if the problem is that I am doing something wrong, or if ACE is not compatible with this version of openssl and I should use an older one. I just wanted to post this in case anyone has run into something similar and can point me in the right direction before I do any extra work. Thanks!
ACE doesn't support OpenSSL 1.1.x yet. Please open an issue at github for this. Maybe you can create a fix, if so, please open a pull request with the necessary changes.
Related
I've come across an issue whilst trying to compile the latest branch of grpc under MSYS2, using mingw64 as suggested by the official installation guide.
The latest gcc for msys2 is 5.2.0, which isn't exactly on good terms with grpc. Still, downgrading to 4.9.1 helped a bit. Through a lot of manual editing of the makefile and a couple C headers, I was finally able to compile all the dependencies. As far as I can tell, most objects had successfully compiled. However, make keeps failing with the error "no target to make libgrp.dll, required by shared_c"(might not be perfect wording). I end up with botched static libs that are recognized by Qt as lacking symbols.
I would greatly appreciate a reliable compilation guide for grpc, and/or precompiled binaries fit for Qt 5.5 32-bit. I know the project is not too mature just yet, but it looks very promising and I can't wait to work with it!
Many thanks!
You're right that mingw isn't quite a first class citizen for grpc, but it's something we're looking to work on soon. Please file bugs at http://github.com/grpc/grpc/issues for anything you find!
That said, we do test the C codebase against Visual Studio 2013 regularly. I expect C++ to be tested regularly soon, along with VS2015. Could VS2015 be the solution to your problems, given it's now a free download?
First some back story:
I dont know what im doing.
Thats a lie, I know a bit about what I'm doing. I'm a web developer so looking at code isn't all gibberish, but trying to use Xcode is a new book for me. Anyway, I designed a game that was compiled in C++ using SFML on Windows, and now we are trying to bring it over to OS X (I am the only one of the group with a Mac).
Using Xcode 4.6.1 and SFML 2.0 I've been trying to get this damn application to build, and so far it's been nothing but headaches. The current state of getting this thing to work is not so bad, it finally builds with no errors but the build stops and this shows up:
dyld: Library not loaded: #executable_path/../Frameworks/freetype.framework/
Versions/A/freetype
Referenced from: /Users/Eric/Library/Developer/Xcode/DerivedData/
Test-haconqzbewevbwgukppsacykkpml/Build/Products/Debug/Test.app/
Contents/Frameworks/sfml-graphics.framework/Versions/2.0.0/sfml-graphics
Reason: Incompatible library version: sfml-graphics requires version 17.0.0 or
later, but freetype provides version 16.0.0
I just dont understand this error. I have the most updated version of FreeType. I'm not even sure what that version number is referring to considering FreeType is at 2.4.11. I can't seem to find this error anywhere else either, any ideas?
The version numbers mentioned in the error message refer to the compatibility version of the library. This is a version number that's baked in to a given dynamic library at the time it is built. When another binary is linked against that library, the compatibility version is copied in to the LC_LOAD_DYLIB load command that tells dyld at runtime which dynamic libraries need to be loaded. When a library is loaded by dyld, the compatibility version is checked and if the program's version is greater that the library's version, it is an error.
When you run otool -L freetype.framework/Versions/A/freetype you'll see that it reports its compatibility version as 16.0.0. If you run it on sfml-graphics.framework/Versions/2.0.0/sfml-graphics you'll see that it reports a compatibility version of 17.0.0 for freetype.framework. So you're hitting the error case described above.
The most common cause of an error like this is running your application against an older version of a framework than the version you built it, and any linked frameworks, against. Note that "older" in this sense refers to the compatibility version and not any other version number associated with the framework (e.g., the marketing version).
Without knowing the origin of the two frameworks involved (e.g., if you built them yourself, or where you got the binaries from), it's not completely obvious where you've gone wrong. I will note however that the SFML git repository appears to have a version of freetype.framework with the appropriate compatibility version (17.0.0), so if you're using a binary of sfml-graphics.framework provided by the SFML folks then picking up their FreeType framework may be your solution.
I have successfully installed allegro 4.2.3 in accordance with the instructions at the following link and it all works great:
http://blog.hamidnazari.com/2010/07/21/installing-allegro-on-visual-cpp-express-2010/
The only thing I've ended up deviating from in respect to the tutorial linked above, is I've selected Windows Application instead of Console Application where illustrated within the 3rd graphical example (note selecting between Win32 Console Application or Win32 Project as illustrated in the 2nd graphical example, I've found to make no noticeable difference so far).
Selecting Windows Application where illustrated in the 3rd graphical example, has for me at least, simply resulted in NOT Needing to include the line: #define USE_CONSOLE in all my Allegro programs.
Please in respect of the tutorial linked above and the title of this post, can someone please help me by answering the following question:
Start of Question:
How can I get my Allegro games to work on other computers that use Windows, without the other computers requiring that Visual C++ 2010 Express be installed, And/Or the pre-built binary version of Allegro 4.2.3 (linked to in the above tutorial) also being required to be on the other computers and linked to/configured within Visual C++ 2010 Express, also described in the above tutorial.
End of Question
Incidentally: A great link for anyone interested in making standard C++ programs (i.e. that don't use Allegro or other various libraries) work by having a fully independent .exe file (compiled/built using Visual C++ 2010 Express) which can indeed run on other computers using windows, is below:
http://www.youtube.com/watch?v=AvrjQtFBJvk
Thank you for taking the time to read this post and I hope very much that someone is able to help.
Gary.
My Reply To Matthews 1st Answer Is Below:
Hi Matthew,
I’ve been looking on Google to try and find out how the various elements you mention, fit in with and compare to the linked tutorial in my post which explains step by step how to configure visual C++ 2010 Express with the Allegro 4.2.3 binary.
The first thing I want to check with you, is if all the binaries in the 4.4.2 section and 4.2.3 section on the Allegro.cc site, are essentially both pre-built binaries, and therefore ultimately configuring version 4.4.2 to work with VC++ 2010 should be in principle similar to configuring version 4.2.3 (or perhaps not?) I have downloaded version 4.4.2 and can see that there are indeed the same 3 folders, bin, include & lib.
Here is the link again to the online tutorial which explains how to successfully configure step by step, Allegro 4.2.3 with visual C++ 2010 Express:
http://blog.hamidnazari.com/2010/07/21/installing-allegro-on-visual-cpp-express-2010/
Working through the steps in the above tutorial, I have noticed additional elements in your initial answer which I have listed below. (Please note, although the tutorial does indeed work well for version 4.2.3, simply selecting the release option instead of debug when building does not result in the .exe files working on other windows computers (although the .exe file in the release folder does still run on my primary computer), and so I guess there are other things that need to be done in addition to selecting release.
1) allegro-4.4.2-monolith-static-mt.lib --- Does this need to be added to additional dependencies in the Input Section within the Linker dropdown for both debug and release. (Also how does this compare with the tutorial for this part of the configuration i.e. are there any other additional dependencies)
2) link to all the various Win32 libraries when you static link --- I don’t know how to link to these libraries. I’m a bit stumped on this.
3) #define ALLEGRO_STATICLINK --- Does this mean that “ALLEGRO_STATICLINK” needs adding to the Preprocessor Section within the C/C++ dropdown, as I read somebody else did in an attempt to get it all working for 4.4.2
To conclude: I suppose to ask my initial question once again considering all that has been said so far, I would ask it in the following 2 parts:
Part 1) How would the online tutorial need adding to/modifying for static builds to work successfully on other computers using windows for version 4.2.3, and would this then just mean selecting the release build option and of course keeping together any files linked with the .exe when distributing.
Part 2) If using the 4.4.2 version, again how would the online tutorial need adding to/modifying for static and dynamic builds to work successfully.
Tutorial type answers to Part 1 or 2 would be awesome for me and many other newbies
Thank you very much indeed for reading this post.
Allegro 4.2 is painfully old. You should use 4.4 at minimum. It is source compatible with 4.2 (same API) and still receives updates from time to time. Allegro 5 is where all the active development is now, but it has a completely new API. I still highly recommend that you take a look at it.
Anyway, to answer the question, yes, you need to static link. Grab a binary from here:
https://www.allegro.cc/files/?v=4.4
Link with the allegro-4.4.2-monolith-static-mt.lib file, and make sure you compile using the /MT switch (as opposed to /MD). The -static aspect means the Allegro DLL is not needed. the -mt flag means the C runtime is not needed.
You'll also need to link to all the various Win32 libraries when you static link. Also, be sure to #define ALLEGRO_STATICLINK in your project settings.
It's been a little while, but if I remember correctly there's an easy way to do this, though it's probably not the best way. It's good for just sending a little demo to a friend. Even if you just build in Debug mode, you can send the game over to other people. Copy/paste the allegro-4.2.2-monolith-md.lib file (Its name is something like that, but probably not that exactly) into the project's Debug folder (next to the .exe). You'll probably also need the MSVCR1000.lib file (or something like that. Can't remember the exact name), but you'll have to find that online somewhere.
DISCLAIMER: I've never used such a completely old version of Allegro, so this solution may not exactly be applicable. But I was using Allegro after version 5 and up to 5.6, so I know it works for newer versions. You should just use a newer version, really.
I am trying to install CppUnit on Windows.
I have downloaded it from here, decompressed it, and noticed that all files have ,v in their name, and no extension.
The instructions for installation (in included files, as well as on every site I found that suggests installation for Windows, are for Linux. (example installing CppUnit for Windows Instructions).
Others, just to build: (example: installing CppUnit for Visual Studio Instructions or Second answer on same topic).
The accepted answer on the above link has a comment saying that the person who accepted it "Sorted it, I downloaded another version" - after he had exactly the same problem as I did - but did not specify what version or from where...
The link I have above is the latest version.
I was able to find a very old version, 1.12.1, from 2008, that would almost build (with lots of errors), on Windows. I am using it now to learn how to implement CppUnit. Still, it is 4 years old... I would like to be able to use the latest build...
Please, can someone give me some suggestion that I can implement, and works, in Windows, to install the latest cppUnit ?
Thank you.
The first download you made is an archive of the CVS repository. This explains the strange ,v "extensions" you see on the files. It is not what you should download. And indeed, the correct download you made (version 1.12.1) is 4 years old. It was the latest stable version though, so it should normally build. I don't know what the exact problems were you encountered.
There are however two newer options. There is CppUnit2, which is available here. And there is an independent fork of the original project available here.
Perhaps you can check either of those out and see if they are less problematic for you.
The fork Bart mentions on freedesktop.org appears to be the (only?) continuation of CppUnit version 1, and at this moment has version 1.13.2.
Note that for this version, if you want to use the test runner on Win64, you'll have to make a small modification described here until that has made it to a newer release.
I have recently started learning C++, but I require a compiler. I have tried the one packaged with Code::Blocks, but I have been told it is out of date.
I have tried reading the instructions on the website, but I simply don't know which files to download and un-zip. Is there a list of files to download? (latest version) and a folder structure I need?
I was the person that pointed you at the more up-to-date version at Twilight Dragon. The file you want there is http://sourceforge.net/projects/tdm-gcc/files/TDM-MinGW%20Installer/1.908.0/tdm-mingw-1.908.0-4.4.1-2.exe/download which is a Windows binary installer - you just run it. Note that you don't actually need to do this - the version that comes with Code::Blocks will work OK for someone starting to learn C++.
I recommend using a pre-packaged MinGW that includes some common APIs like Boost, SDL etc: http://nuwen.net/mingw.html
If I remember correctly, the only thing you must do to get it working is to modify Windows's PATH environment variable.
edit: OpenAL is not included in this package.
Here are some instructions to have a MinGW setup that I used to build Octave modules.
I have switched to using the build environment for msysgit. Just download the netinstall file and it will setup GCC, Make, etc. along with Git.