I'm considering adding SNMP support to a simple daemon I wrote under linux. My daemon is written in C++ and Qt5.
I'm looking for an easy way to add this support. I found several MIB creation tools, the problem is writing the agent (or subagent). I'd rather not code this in C, would anyone know of q Qt library that helps out? I found mib2c which will create a skeleton in C (but I'd rather use C++ with Qt).
You can try using CIMPLE, which I've forked on github from it's original website. I've done some cleanup on github and I've attempted to contact the original authors, but they've never returned any of my emails which makes me wonder whether or not they intend to continue supporting the library.
Regardless, it does work and it plays fairly nicely with both Windows and Linux, which have very different styles of implementing SNMP agents. If you google around for "WBEM" you will find some other libraries as well. CIMPLE is the one we used at Fusion-io for SNMP support. It supported C++ fairly well and uses a code generator to handle lots of the boiler plate stuff that's really boring to write and not specific to your application.
Related
I'm trying to write a C++ command line program for peer-to-peer file transfer. My idea is to establish a connection with another machine, and send file data directly. My target platform is Windows, but interoperability with Linux and MacOS would be nice. I want this program to be standalone and not require a web browser.
I did some research and it seems that WebRTC would fit the bill, but I can't find much information on using it with C++.
Is it possible to build a standalone executable that utilizes WebRTC without requiring users to download any dependencies in order to use my program?
As the name suggests - to have the "RTC", it requires "Web" component, either in form of browser or a library.
The C++ library is quite huge and it's not a trivial task to understand and write it in a short period. Browser provides APIs in form of JavaScript calls, which are relatively easier to implement.
There might be commercial APIs in C++ available over internet.
I am trying to create a signal/textsecure client using qt and C++, however i cant seem to fibd any C++ bindings for it.
the only bindings i can find are for Go (https://github.com/nanu-c/textsecure/)
is there any way to connect C++ with signal?
edit:
i wanted to clarify some things:
-im talking about the messaging app called Signal (https://signal.org)
-i am trying to write an app for ubuntu touch and am developing on manjaro linux.
On Linux or Unix, you probably want to communicate with other remote applications using some communication protocol, such as HTTP or HTTPS or SOAP or JSONRPC or ONCRPC. Of course read about socket(7) and before that Advanced Linux Programming then about syscalls(2). Consider reading a textbook on Operating Systems
Be sure to study the source code related to Signal. Read their technical documentation.
You surely need to understand the details. So take a few days or weeks to read more about them.
If you want to use some web service, you need to read and understand its documentation and when and how you are allowed to use it. There could be legal or financial issues.
Then you might use HTTP related libraries (e.g. Wt or libonion server side, and libcurl or curlpp client side).
See also in April 2020 the ongoing HelpCovid free software project (for Linux), at least for inspiration. We are coding it in C++.
after a little more digging i found that textsecure bindings are now renamed to libsignal.
after finding that out i found a lib for c/c++
https://github.com/signalapp/libsignal-protocol-c
I've been away from GUI programming for quite some time so please pardon my ignorance.
I would like to attempt the following:
Write a Mac OSX app but still be able to port to Win/Linux (i.e. C++ core with Obj-C GUI)
Avoid Qt/other toolkits on OSX (i.e. talk to Cocoa directly - I feel that many Qt apps I use stick out like sore thumbs compared to the rest of my system)
Not as important, but it would be nice to avoid Visual Studio if it means I can have the freedom to use newer C++ features even on Windows if they help create better code.
I believe this configuration might get me what I'm looking for:
Core C++ Static Library
OSX GUI (Cocoa)
Windows GUI (Qt+MinGW?) OR (no new C++ features, Visual Studio + ManagedC++/C#/????)
Linux GUI (Qt)
Once again, sorry for my ignorance but is this possible? Is this sane? Are there any real-world open source examples accomplish something like this?
There is quite a few OS X applications that have completely custom-designed looks that don't use very many stock controls. iStat Menus comes to mind, but there are many other examples. They still look good, but it's done by manually designing them to look good and to "mesh" with the overall look of OS X applications. Even their preferences pane doesn't use stock buttons.
Thus, you can go quite far using Qt, you just have to pay close attention to what you're doing - similarly to the way other developers are paying close attention even when using Cocoa. You'll find that Qt's controls offer functionality often above and beyond what's offered in Cocoa.
That said, on OS X sometimes you may need to run some native code that expects a CFRunLoop to be present. It's good to know that Qt's event loop already spins a runloop for you, so as long as you have an event loop spinning in a given thread, you can use runloop-based code - the default runloop is provided by Qt's implementation of QEventDispatcher (somewhere in its guts). For non-gui threads, the unmodified QThread does it for you. This is useful for using asynchronous IOKit functionality, for example. Another answer of mine presents some Cocoa mouse event grabbing code. A previous version that used Carbon can be found in the edit history of that answer.
Same goes for Windows: Qt runs a message sink for all top-level windows it owns, and you can integrate native controls/windows using qtwinmigrate. You can also integrate ActiveX controls using the Active Qt framework.
Well I think you should try Qt even on OSX. Qt allows native/custom look of applications (those cases you mentioned are probably bad examples - you probably haven't noticed that lots of other applications also use Qt).
Tools I usually use for multi-platform development:
C++ (now C++11 since all major compilers more or less support it)
Boost
Qt
CMake as build system generator
If you use this tool-set you can choose whichever platform you like for development and still be multi-platform without extensive work on the other platforms.
Question: What is the best way to make two programs (both running on the same computer) communicate and interact? (Windows, C++)
Theoretical situation:
On a Windows PC, I have a 3rd party software that you use to do stuff (like open/edit/save files...it's not really important). This 3rd party software has an available C++ SDK so you can develop plugins for it.
I develop a separate standalone Windows C++ program (most likely using Qt) with a GUI. This program is made to run on the same Windows computer as the 3rd party software. This program would act as a remote control or sender.
Using the 3rd party software's SDK, I develop a tiny plugin for the 3rd party software. This program acts as a receiver, so that my Qt GUI can send commands that this plugin would receive and thus remote control the 3rd party software accordingly.
So for a basic example, I could press a button on my standalone GUI that would communicate with the plugin that would then open a specified file in the 3rd party software.
What I'm essentially looking for is to develop standalone software that would communicate back and forth with a plugin that I would develop for the 3rd party software.
What is the best approach to this? I really have no clue where to start or what to look at. Are there common C++ libraries that make this type of thing easy?
I'm relatively new to C++ and very new to Qt, so please try to elaborate. Please don't just say "Use Shared Memory" or something like that cause I'm not gonna know exactly what you are talking about.
The program would NOT be run on a separate computer, so no network stuff is necessary here I don't think.
Some questions I was thinking about:
What if user has multiple copies of 3rd party software open at the same time. How does my standalone software know which one to communicate with?
If I already have my standalone software running and open the 3rd party software, does the plugin somehow have to register or find my standalone software to communicate with it?
If I already have the 3rd party software running and then open my standalone software does it have to scan for the plugin to see if its running or how does it find it?
Any help would be greatly appreciated. I've done a search on the topic on SO but didn't see many questions for C++ specifically and most of them didn't have many answers or weren't very clear or didn't specifically refer to software communication with a plugin for a 3rd party program.
there are many solutions with many pros and cons. you will have to do some reading on each to work out which is best for you. no solution is best for everyone
here is a good starting place http://msdn.microsoft.com/en-us/library/aa365574(v=vs.85).aspx
Honestly, I'd most likely take the network-based approach. It decouples the standalone software and the plugin and as such, you could easily hook your plugin into any number of other utility programs or scripts as long as the communication protocol matches.
So, I'd probably develop the plugin to act as a server, receiving commands and responding with statuses (hey, you could even follow the HTTP standard if you really wanted to ;)).
And if you ever wanted to do cross-machine communication, it comes for free :)
Of course, depending on the software and the usage, I'd encrypt the communication.
If you're using Qt, I believe it has the notion of Plugin: How to Create Qt Plugins
Otherwise, COM works fine. With C++ , I would use the ATL library, but there is also COM support in Qt.
If you want to go more low level, I would use sockets or named pipes (since you're working with Windows)
I'd go for sockets to establish a communication between your remote control application and the server app.
You'll find lots and lots of information by searching these keywords here on SO: IPC, RPC, sockets.
How do you debug lua code embedded in a c++ application?
From what I gather, either I need to buy a special IDE and link in their special lua runtime (ugh). Or I need to build a debug console in to the game engine, using the lua debug API calls.
I am leaning toward writing my own debug console, but it seems like a lot of work. Time that I could better spend polishing the other portions of the game.
There are several tools floating around that can do at least parts of what you want. I have seen references to a VS plugin, there is a SciTE debugger extension in Lua for Windows, and there is the Kepler project's RemDebug, as well as their LuaEclipse.
RemDebug may be on the track of what you need, as it was built to allow for debugging CGI scripts written in Lua. It does require access to the LuaSocket module to provide a communications channel between the target script and a controller as well as a couple of other modules.
A bigger issue might be the ability to load arbitrary modules from within whatever sandbox the game engine has put around your scripts. If you have some control over the engine, then that won't be as big an issue.
This isn't currently possible for developers of Adobe Lightroom plugins, for example, because Lightroom does not expose require inside the plugin's sandbox.
A surprise to me has been how rarely I have felt a need for a debugger when working with Lua. I've built several small applications in it for various projects and have been surprised at how well a combination of complete stack backtraces and the occasional print call works to locate the bugs that require "strict" didn't prevent in the first place.
How about Decoda?? there is a video that explains how to use it, and it works pretty darn well for embedded lua source. (i am a happy customer). and it's pretty cheap.
You don't need to write your own console as you may want to start with one of the existing ones. RemDebug has already been suggested; I have been developing MobDebug, which is a debugger based on RemDebug, but with a host of new features and bug fixes. The detailed list of the changes is in the README.
Enabling debugging in your script may be as simple as adding require('mobdebug').start() (if you are running your app and the debugger server on the same machine). This should try to connect to the debugger listening on a default port on localhost. You can use a command-line interface included in MobDebug, or you can use a ZeroBrane Studio, which is a Lua IDE that integrates with MobDebug to provide debugging capabilities. The IDE supports debugging for Love2d, Moai, and other Lua engines and may well work for your set up too.
You can use my debugger: GRLD (graphical remote lua debugger). Like RemDebug it uses a socket connection, but unlike RemDebug it has a nice graphical interface. The source code is provided, so you can make it work on any platform. It works with the standard lua runtime. Free of charge for non-commercial use.
EDIT: sorry, I had to close the website, so the software is not available for download anymore. I might release it as open source software later, if I ever find the time.
EDIT 2: link updated, now hosted in github under the MIT license (open source)
I don't see how calling DebuggerBreak should work, since that is .NET specific. I would assume that only works with the forked Lua targeting the CLR.
If you are using standard Lua you have some rudementary debugging facilities through the lua function call debug.debug(). That will throw Lua into your console, so if you are running lua from a console, you should be able issue lua commands interactively to inspect your current state. debug.debug() wont put you into the current stack frame, so you have to use debug.getlocal() to read the values of your variables.
I haven't tried it myself yet, but I actually don't think making your own workable debug console is that much work. Remember Lua is not as complicated language as C++, so doing this is a lot easier than making a real C++ debugger like say gdb.
I think there are a lot of people who have done similar things already, whos code you could look at. Here is CLI debugger written in only lua. Just one lua file. Shouldn't be to hard use and modify for your needs.
If you are using windows and VS - Can you use the trick we use?
Copy the lua code in a file. Then in the lua code make a call to the Debugger api (in C++ this is DebuggerBreak() I think - see here). then when the lua code executes the debugger will fire up and you should be able to specify the file. Then debug as normal?