I am working on a project in Code:Blocks, and have successfully added OpenAL to it.
However, I simply cannot find the so called ALUT to this project. I can't find a .lib file anywhere on the internet, but I have found the source code. I am supposed to compile it with CMAKE, but can't find a guide for that. All the tutorials about CMAKE are way too complex for what I want to do. Any solutions?
Looking at another post in the OpenAL feed I saw a recommendation to use freealut. If you're going to use ALUT, I'd use that since it's entirely separate library but is seemingly identical to ALUT.
Related
I am new to Unreal Engine. But here is what I planned to do. I want to an experiment project by combining socket.io with Unreal Engine 4. I know somebody may shot at me, for it already had a plugin. But I don't like graph programming at all (I prefer "real" coding)
But as I followed instruction from Installing socket.io C++ and here. It just won't work. The error told me something about File Not Found on multiple headers file from this github repo. So I tried to add a lot of things (Hopefully it won't affect the outcome). And now a tons of errors had popped up. Now they are mostly about Macro errors. And I have absolutely no idea how to fix.
The problem is I don't understand why after I include .lib files to PublicAdditionalLibraries I still needed the original file (Shouldn't it work like any other visual studio projects?)
Also how to tackle loads of errors I am facing
Thanking in advanced
Did you add your include paths with the lib headers to PublicIncludePaths array ( in the StartupModule() method ? it's gonna be needed to use methods from your lib.
Here is an exemple how to use the PublicIncludePaths
string includePath = Path.Combine(ThirdPartyPath, "opencv", "include");
PublicIncludePaths.Add(includePath);
ThirdPartyPath is a member of my module class i retrieve with my getter
Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/"));
I took a look at the github repo of Socket-IO-cpp lib and the only libs compiled for windows are in 32bits, take care you're not tried to compile in 64bits, or every .lib files of your libraries are in 32bits to be linked all together, in case you're using others libs.
If you got some runtime error, take a look at my answer which explain how to indicate .dll when .libs arn't enough.
Hope it helps
I am unfamiliar with C++ but I got a project that needed to deal with it.
I need to use a library available online, RtAudio, and of course I need to
import it in my program.
My question is, how do I use/do it?
Here is my understanding on the library, I am sure that I am totally wrong, but
just to tell where I am.
I think i cannot use the file that I download directly but change it to a lib file and a dll file (as I have use some other precompile library before and it only require a dll and lib file[.h too of course]; I know how to put these into MSVC 2015 and use it).
And also I think in order to compile the library into dll and lib file I need to do something with the follow file in the cmd in window: configure, install, and makefile.in
I am desperate as I had already given up using another library before as I do not know how to deal with this, therefore it will be nice that if anyone can give any help. Thanks.
I feel that I must be stupid, or missing something, but I can't find, even after hours on the web, how to install, use, load, (whatever it is you need to do) a cpp file to maya.
I want to export my model as a .raw file, and I found on the internet the c++ solution to do this. I then discovered that it already existed in a plug-ins folder with maya on my computer. But never the less, I can't export as a raw, and I have no idea how ti implement this polyRawExport.cpp script. I am using a Mac.
You need to build .so file from c++ file using xcode or what ever compiler you like. http://docs.autodesk.com/MAYAUL/2014/ENU/Maya-API-Documentation/index.html?url=files/Setting_up_your_build_environment_Mac_OS_X_environment.htm,topicNumber=d30e5169 which explaining how to do
From this question's answer, it seems as though this should be simple: How do you include LuaPlus into your project?
This is absolutely ridiculous though. It is so dumb that you have to build this (along with such an awful website), but there are absolutely no tutorials on this either. Horrible documentation on getting it installed.
I read something about building it using the "jam" stuff, but that is alien lingo to me and sounds asinine. Why not just make this simple? Most libraries just let you download them straight up, extract, link, and wallah! I've built libraries before, and it was extremely simple and easy.
Anyway, I successfully built the library in Code::Blocks, but that isn't the problem. The problem is it only builds the library. Where are the header files to add to the include directory?
I tried messing around, but I had errors just dumping what I thought the header files were into a directory and including it.
I read online, people who use Visual Studio to build don't have a problem, and it creates all the header files. The only thing that results from my Code::Blocks build is the library file.
This is a PITA just to get to use, and I've already been at it 2 hours and the only way I can work with it is if I include the entire source in my project (which is just ridiculous).
edit2: Ergh! LuaPlus edits Lua itself, so you have to remove your link to Lua. LuaPlus has Lua in it. So F***ing ridiculous. Just let people download the library and just link simply for god's sake. A huge middle finger to needlessly complicated crap.
edit: Nevermind, this isn't the correct answer. Now I'm getting all kinds of stupid errors.
I guess the first time I copied over all the header files, I did something wrong because now it works just as it should.
For anyone interested, you just copy/paste all of the header files (shown here
Minus LuaPlusAll.cpp, src/lua.c, and src/luac.c
Then paste them in your search directory
lib/libLuaPlus.a
include/[paste here]
Link the library & include directory, tell Code::Blocks to use "libLuaPlus" and wallah!
No idea why I had problems with this. Must have been following someone's bad directions (causing me to mess up somewhere).
I've been searching and searching for the method to link OIS with my application. Unfortunately, I've been having issues finding anything. -lois just gives me errors, unfortunately.
Question
I need to know the proper header file for OIS, along with the right lib flag used to link it.
Other info
I'm running Arch Linux, got the package from their repos (with pacman, not yaourt), and haven't been able to link anything. Running locate in bash doesn't really give me much, either.
Update
Found out that the proper way to link OIS is via -lOIS. As far as the proper header file, I have yet to find it.
Edit
Depending on the user's configuration, the proper header file should be either of the following:
OIS.h or OIS/OIS.h.
Also, a good reference:
http://www.ogre3d.org/tikiwiki/Using+OIS