I am trying to set up a "Native Unit Test Project" (Visual C++) that is testing a DLL-project which is based on the ITK framework. I will probably want to mock ITK implementations, but for a start I just want to make a function call that does depend on the actual library. Everything is running on x64, only I don't seem to be able to build the unit test project in x64, the configuration manager only allows for win32. I have set test>test settings>default processor architecture>x64, but that doesn't seem to help. When compiling I get:
...itk-4.8.1\x64\debug\include\itk-4.8\itkmathdetail.h(286): error C3861: '_mm_cvtsd_si64': identifier not found
When I look at project>properties>configuration properties>VC++ directories it says "...x86" all over the place, while in the project I'm trying to test it says "....x64".
How can I get this to work, please? Or am I on mission impossible???
Update:
I now managed to run the project with x64 settings. In this case I have the trouble that the unittest framework only runs on win32, hence:
error C1083: Cannot open include file: 'CppUnitTest.h': No such file or directory
So...during compile-time I can choose whether my library doesn't compile (win32-mode) or the unit-test framework doesn't compile (x64-mode). A reminder: Compiling in win32-mode and setting test to "default processor architecture = x64" does not do the trick either, still compile errors described earlier. On that front, I have tried using a runsettings file, which made no difference.
Ok. I found out where things went wrong. 1st of all everything has to be compiled in x64, also the unit test project. And if you make sure you follow these steps on how to set up a x64 project
https://msdn.microsoft.com/en-us/library/9yb4317s.aspx
then you end up without trouble. However you need to make sure you copy win32 settings and DON'T tick "Create new solution platforms".
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Basically, I have a Visual Studio project that builds a DLL (a VST audio plugin). Where this type of project scenario has been set up for me in the past, I would be able to build, run, and debug the plugin. Visual studio would automatically launch whichever program I was using to host the plugin. I am trying to achieve the same effect in my current project, but I don't know how to set that up. Currently when I build and run my DLL in Visual Studio, I get the error "Unable to start program". The DLL still builds, and I can still run it, but I can't debug it from Visual Studio, because I don't know what I need to do in my project settings to make this happen. How can I do this?
MORE INFO:
What I do know is that, in projects where this sucessfully works, there are some modifications made to the Visual Studio project settings under fields marked 'pre-build events' and 'post-build events', so presumably what I want to do is edit these in some way to tell Visual Studio the following: "Hey, before you try and run and debug this DLL, you have to launch another program (my program is called Max.exe), and then you have to wait until that program loads the DLL. Then you can debug! Don't be a stupid computer and try to debug it before it's even loaded in Max.exe..."
What I do not know : EVERYTHING ELSE. This is literally all I know about what I'm trying to do, hense the colourful attempt to talk to a computer in English.
Currently when I build and run my DLL in Visual Studio, I get the error "Unable to start program". This is unsurprising seeing as the project knows nothing about the environment I want to use to test the DLL, but the problem is that I don't have a clue what Visual Studio needs to know. I really don't know enough about programming to understand the implications of what I'm trying to do either. Yes, I did mention those fields marked pre-build and post-build because I remember them being important, but I don't know exactly what or how to write in those fields, and I also do not know if there will be more things I need to tell Visual Studio before this will work.
Q.E.D I'm not actually sure what pre and post build events are, or how they work. And I barely know the first thing about customizing VS project settings. All I know is how to write audio processing code. I felt the need for this disclaimer because typically my questions are met with angry programmers who think I don't do my own research; they fail to realize I am an audio engineer who skipped programming 101. Yes, how to debug a dll is a common question I'm sure, but answers to those questions tend to assume pre-requisite knowledge that I do not have.
You will want to edit the Command field in your project's Debugging properties. Right-click on your project in the solution explorer and click Properties (it's generally the last item). Open the Debugging page under Configuration Properties. The Command field indicates which executable to launch when debugging.
By default this contains $(TargetPath) which refers to the final binary your project compiles. This is useless for DLLs since DLLs are not executable. Change this to the path of whatever third party application you are writing a plugin for.
With this change, launching with debugging will actually launch the third party application and attach the debugger to it. Once the application loads your plugin, you will be able to debug it normally.
For Visual Studio,
In Solution Explorer, right click on project and select Properties.
In Properties, choose Configuration Properties -> Debugging.
For Command, enter the full path of the executable that will be loading your DLL. Fill in the Command Arguments and Working Directory accordingly.
In addition, you need to make sure that the executable actually loads the DLL you are building. A mistake that a lot make is to launch their executable, and not realize the executable is loading another version of the DLL they are trying to debug. This can happen due to Windows searching for the first DLL that it finds using the DLL searching logic (exe directory, path, etc.).
I want to use Boost Test to unit test my code in Visual Studio 2010. I've downloaded and built the latest version of the library.
I've read a lot on the subject here and elsewhere on the internet and people seem to suggest having a second project within your solution exlusively for your tests.
Fine, sounds good. I'm having trouble actually setting this up however. I've yet to find a clear explanation of the best way to set this up.
Do I need to use a Project Reference to make my unit test project reference my main project?
If so, do I still need to add the Include & Source directories of my main project in the properties of my unit test project? If so, what's the advantage of using the Project Reference in the first place?
Do I have to have my main project output a library for my unit test project to link in? Again, I thought that Project References would make this unnecessary but it seems I don't really understand the Project References.
If at all possible could I get a very idiot proof, step by step procedure for setting up a Boost Test unit test project alongside a main project in VS2010?
Would I be better off going with the method laid out here (one project, different configurations to build tests or actual project exe):
http://blog.yastrebkov.com/2010/07/boost-test-setup-and-usage.html
Many thanks,
There is no magic behind setting up a Boost.Test project. Maybe because it's a regular C++ (executable) project in no way different from a "normal" application. This is what I do:
Create a new C++ project. I always choose Win32 Executable with precompiled headers. I have a naming convention, that all test projects using Boost.Test start with "tests.boost.testee_name..."
In "stdafx.h", add the include for <boost/unit_test.hpp> and define the BOOST_TEST_MODULE (I always choose the project name). Also, add all other includes for external components this project requires, e.g. other boost libraries, stl headers etc. This results in considerably faster compilation times.
The testee must be a library (dynamic or static). So "add reference" to all required dependencies. You can of course test header-only libraries, in that case do not add references.
Add source files to your test project, according to Boost.Test manual. The convention I enforce is one BOOST_FIXTURE_TEST_SUITE per file.
For convenience, I have a custom property sheet tailored for boost unit test, which I add to each boost test project. Among others it contains a post-build event, which runs the tests.
I have to add that, lately, I switched to MSTest with Visual Studio 2012 which allows a more comfortable way to manage the tests and test results. Nevertheless, for the most important parts of the software, I am still writing boost tests in order to ensure correctness with older toolsets and potentially other platforms.
Cheers,
Paul
Using latest MinGW and C++ Eclipse.
If I create an "Executable Hello World" project, build it and run it, everything works as expected.
If I create an "Executable Empty Project", then create a main.cpp file, build and run, I get the error message "Launch failed. Binary not found."
How can I make empty project generate binary files? I looked everywhere in the project properties but I must have missed it.
For me the solution was this:
select your project and goto "project"-menu/properties (on mac).
c/c++ Build/Settings.
Binary parsers. now tick the one that suits your system (elf for linux, mach 64 for mac, pe for windows etc). the default is always elf and it reverts to it after every project, at least for me.
On Eclipse Kepler (c++) with standard settings I today discovered that the error parser that creates the output in the "Problem" tab failed
In the console there was an compile error from gcc, but it didn't show in the Problem tab, which is the one I look in the most. It was a type conversion error, very typical and nothing exotic, definitely something that should be included as an error.
Hope it helps someone.
I am trying to open an existing C++ open-source library in Xcode to publish it with my own modification/additions. The library is Tesseract-OCR, which does not include a .xcodeproj file.
Since Xcode can function as an IDE, is it possible to open a bunch of files as a single project in Xcode? Is there an easy way to produce an Xcode project?
There are several ways you could do it, depending on the level of IDE integration you want. There's no direct way of importing a Makefile-based project into Xcode. You can create a project that builds via the Makefile, but you wouldn't get many of the benefits of using an IDE, since the editor features such as word completion rely on Xcode being able to parse the files in the project. You will be able to use the debugger though. To do this, create a new project and add a custom target with a script build phase that just calls down to Makefile.
If however the project you're building compiles very easily, ie without requiring a lot of macros to be set up, include paths, etc, then it may be simple to just create an empty project and merely add all source files to it. I've used this method extensively for building boost libraries. If this is a configure && make type project then you will probably have to run the configure step first, and ensure any top level config.h files are included in the project.
If the project has a complex makefile then it is likely to be an involved task to create a useful Xcode project
I realise you asked explicitly for Xcode, but in case you were actually trying to solve the problem of "I have existing C++ code which builds and runs fine from the command line, and I'd like to code and debug it in an IDE, what should I do?" my firm recommendation would be to avoid Xcode and go for Eclipse.
The reason is that as far as I can tell, Xcode has no way of ingesting the command line build environment and effectively requires you to recreate the make process inside Xcode from scratch. Fine for tiny projects, but anything with more than a few source files and it quickly becomes painful. Whereas in Eclipse everything is built around Makefiles. So in my case I got to the "step through code with working code completion" in Eclipse a lot quicker vs. never in Xcode. This of course could be because I'm an Xcode noob, but my 2c.
To create an Xcode project from an existing cmake project, you can run cmake -G Xcode. It produces some folders and files apart from the project file, so it might be better to create a folder for it first. For example:
mkdir -p build/xcode
cd build/xcode
cmake -G Xcode ../..
Xcode is a useable IDE for library creation.
Of course a good first step is to see if the one source code will build on its own with configure scripts that are included.
If not, it becomes a question of how many libraries you need to link in.
There are resources online (or at least there used to be) for using Xcode (or perhaps it's forerunner Product builder) for porting Unix projects to Mac.
Good tutorial at: http://www.macresearch.org/tutorial-introducing-xcode-30-organizer
Another good reference is Darwin Ports.
As for doing this on your own. You can build c++ based libraries in XCode. People do that every day. You can even use one of the Xcode templates to get you started.
However, library dev requires more experience with Xcode then say a simple Cocoa "Hello World" app.
The remaining questions will be assuring that the source code's dependencies are already built into the Mac's SDK. (Don't hold your breath for linking to MFC)
It's a general question... So it's a general answer.
In Xcode8,there is "Xcode->file->add files to...",then choose your files.If you want to add several files at a time,press "Cmd" when you are choosing.
I have a project that builds fine If I build it manually but it fails with CC.NET.
The error that shows up on CC.NET is basically related to an import that's failing because file was not found; one of the projects (C++ dll) tries to import a dll built by another project. Dll should be in the right place since there's a dependency between the projects - indeeed when I build manually everything works fine (Note that when I say manually I am getting everything fresh from source code repository then invoking a Rebuild from VS2005 to simulate CC.NET automation).
looks like dependencies are ignored when the build is automated through CC.NET.
I am building in Release MinDependency mode.
Any help would be highly appreciated!
Can you change CC to use msbuild instead of devenv? That seems like the optimal solution to me, as it means the build is the same in both situations.
After a long investigation - my understanding on this at current stage is that the problem is related to the fact that I am using devenv to build through CruiseControl.NET but when I build manually VisualStudio is using msbuild.
Basically this causes dependencies to be ignored (because of some msbuild command arg that I am not reproducing using devenv).
I think the fact that dependencies are set between C++ projects is relevant too to some extent, since I've been able in other occasions to build properly with CC.NET setting dependencies between .NET projects and C++ projects.
In order to figure out exactly what is generating this different
behavior I'd have to follow this lead.
I'd like to hear other people's opinions on this.
Try building it from the command line and see what happens.
My guess would be that the user that the service is configured has different permissions and/or environment variables as you do when actually running it. If you are on the same physical box and it compiles fine with visual studio and you are also using visual studio in CruiseControl (not MSBuild) then it is almost assuredly the user. If however you are using MSBuild in CruiseControl there is a huge set of diffrence when MSBuild (2.0) compiles a C++ sln and when Visual Studio compiles it. If you must use MSBuild on C++ solutions try v3.5 it has much more support for C++ solutions.
I wonder if CC.Net is building with different environment variables, such that the necessary library directories aren't properly added to the path.
Is there any specific error message in the CC.Net build log as to why that particular DLL import failed? Could not find file? Permissions? Look in the detailed CC.Net build log for the failure and see where it differs from a normal command-line build.
I've run into instances where my solution builds if I open it in the IDE and compile, but fails if I run from a command line (either msbuild or devenv.) In each case, the problem was due to a bad reference - likely from paths not matching between your local box and the build server. You see it compile in the IDE correctly because VisualStudio, when opening a solution, will attempt to auto-resolve broken paths. When it does this, it won't tell you about it and usually won't change your solution and project files (which is what you'd hope for.)
Try opening your solution file and/or project files in a text editor and make sure all relative paths are valid.
As Alex said, I think that your problem is that the CC.NET service runs as a local user account. Unfortunatly some of the C++ environment variables are per user and will not be carried over to the default build environment. In my case it was the lib and include files defined in Tools -> Options -> Projects and Solutions -> VC++ Directories. This same issue evidently causes other issues and is called out in this article as a yellow block.
My solution was to create a new user (BuildUser) on the build machine specifically for building. The key was to then log in as BuildUser and set up the environment. Finally, I changed the CC.NET service to login as BuildUser and restarted it.
(reposting as my initial post seems to have failed)
VC2003 seems to have an inconsistency between dependencies and input libraries.
An example:
ProjectA --> A.lib
ProjectB --> B.exe
In Properties-->Linker-->Additional Input Libraries, A.lib is specified.
In Project Dependencies, ProjectA is unchecked (why it is not automatic is still a mystery to me)
When cleaning ProjectB, A.lib is not deleted, nor is it rebuilt when ProjectB is compiled. So the build appears to succeed in your local machine.
CC.NET starts from scratch, and the build fails as A.lib is not found in the first place.