Maya how to use C++ - c++

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

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How to get wxWidgets working in Visual Studio 2012

I've got a problem for which I would very much like a solution please:
All I'm trying to do is use wxWidgets in Visual Studio 2012 (in C++), and make it accessible to my code project. That shouldn't be so hard, should it? But as usual, even though there are programming tutorials for it, wxWidgets is evidently one of those things that has no proper documentation just to simply get it running, or if it does then I sure can't find it.
I downloaded the installer for Windows and installed it. When it finished, it gave me a message that said:
wxWidgets was installed successfully!
Please note: before using wxWidgets in your application,
you must build the library using the same compiler you
use for building your program.
Please see docs/msw/install.md file in the installation
directory for the detailed instructions about how to build
wxWidgets and use it from your application.
It should be noted that I think I remember something on the website or somewhere saying that I can just include a header file into my project and forego the DLL altogether (which is what I'd prefer to do, if possible), though I may possibly be misremembering that or confusing it with something else.
Anyway, when I opened the docs/msw/install.md file, I found (amongst other things) these instructions:
--- From the IDE
Ready to use project files are provided for VC++ versions 8, 9,
10, 11, 12, 14, 15, 16 and 17 (also known as MSVS 2005, 2008, 2010, 2012,
2013, 2015, 2017, 2019 and 2022 respectively).
Simply open wx_vcN.sln (for N=8, 9, 10, 11, 12, 14, 15, 16 or 17) file,
select the appropriate configuration (Debug or Release, static or DLL)
and build the solution. Notice that when building a DLL configuration,
you may need to perform the build several times because the projects
are not always built in the correct order, and this may result in link
errors. Simply do the build again, up to 3 times, to fix this.
Of course, it doesn't even say WHERE the "wx_vcN.sln" files are, but I ran a file search and found them in C:\wxWidgets-3.1.6\build\msw and I opened the one called wx_vc11.sln, because that seems to be the one that corresponds to VS2012, right?
Anyway, it took a LONG time to load, because it had to keep scanning through thousands of files and so forth, but when it was finally finished, I did the "Rebuild All" command thrice in a row, like it says to do (which also took a while).
But I'm not sure where it even put the actual DLL file. It says that it's in C:\wxWidgets-3.1.6\build\msw....\lib\vc_lib\wxmsw31ud_xrc.lib, but where the hell is "...."? It doesn't even bother to specify the entire path! What kind of nonsense is that?! I just want the file so that I can put it into my project! Or better yet, just a .h file that takes care of everything would be great. Supposedly there's one to include called "wx/wx.h", which then includes everything else, I think, but I don't know if that one indirectly also requires a DLL.
I always have problems with DLLs, anyway, though I'll use one if I absolutely have to. You'd think it would be the easiest thing to import a DLL into a project, but for some reason, I've never been able to find any sort of tutorial that explains a specific, step-by-step way to do it which is guaranteed to work, so on the rare occasion that I actually need to use a DLL (99% of the time I can just rely on my own code and the .h files included with Visual Studio), I always end up muddling through it until it FINALLY works by sheer accident (if I'm lucky). Mostly, it just reports errors for one reason or another, that it's not properly included or compatible, or that the header files that I'm using which reference it keep showing the same errors, as though I hadn't even imported the DLL file at all! I've been programming for about 30 years, and I work on things like AI and compression and cryptographic algorithms. I don't say this to brag, but to point out that if someone as experienced as me has trouble getting a DLL to attach properly to a roject, then there's something severely wrong with the whole process, or the documentation for it! I HATE using DLLS, because it's always a HUGE chore, but I'll do it if there's absolutely no other way (though I'd appreciate step-by-step instructions, if you don't mind).
But enough about that. In any case, I have an example project in which wxWidgets is being used in conjunction with Vulkan, and though it has compilation errors (because Vulkan didn't properly install on my machine (when I try to run the sample programs it says they're missing DLLs - big surprise) and as it turns out, I don't think it's compatible with my video card, anyway (which might possibly be why it didn't install properly), so I think I'll have to resort to OpenGL instead - PLEASE tell me that's compatible with wxWidgets!), but even in that example project, it has errors where it's trying to include and use wxWidgets stuff (like "wx/wx.h"), even though that's supposed to be a complete and already working project! I can't find any DLL files or the header files in question anywhere in the project directories!
So anyway, there's got to be an easier way to get this all set up, just to the point that I can make a simple test program using wxWidgets, and compile it. I'd REALLY like to be able to get at least that much working sometime tomorrow morning, so I'd greatly appreciate any help you can give me! Thank you.
#ThisIsMe,
First of all you need to educate yourself on properly using C++.
When you acquire the C++ code it contains of 2 portion - header file and source code.
Header file is what you call a declaration you declare you classes there - class name, member variable and method.
In the source files You define what you declared and you put an actual code there.
Now with that in mind:
wxWidgets contains both header and source files. When you downloaded the installer and did the installation it just copied the "text file" (headers and sources) into the folder of you choice.
Now as you can imagine text files are not executable - you need to compile them into the binary files And that is exactly what you did. (I don't know why you did it 3 times though - I guess you got an errors after building 1st and 2nd time).
Now, you said you have a project that (either uses wxWidgets or you want to incorporate wxWidgets into - which one is it, BTW?). The answer to this question will help direct you to a proper solution.
Now, you said that you tried the Vulkan and it fails to run the demo. How did it fails? Did it produce an error? What was it? Did it even run?
Now wxWidgets does support OpenGL as can be seen by looking at the documentation and checking the different samples that comes with the library, but I'm just curious if what you are seeing from Vulkan is really an incompatibility with the Video Card.
So, we need you to answer the questions I put and so we can help you further. Just keep in mind - C++ is not for the beginner programmers and if you are struggling with understanding the difference between compilation, installation , headers and sources - it will be very hard for you.
Maybe you should start with something simpler - like wxPython and forget about C++ for now.

Importing external C++ library with no .dll and .lib

Before I start I'd like to say that I've searched for the past couple of hours online, to no avail.
I'm trying to use CFugue as a library to manipulate music in my project, and I'm trying to pipeline it into VS 2017 at the moment. Going through the stuff I downloaded, I realized that there's neither a .dll file nor a .lib file.
Am I supposed to compile those, and if so, how? If not, is this actually a library? How do I go about setting this up to use?
(I'm probably missing somethign really dumb, but I don't know what it is.)

OpenAL: How to add ALUT

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.

Considering Autocompletion. How to tell Geany in which directories to look for header files?

I am coming from KDE to XFCE and hence arrive from KDevelop at Geany. I have no plans of using Geany for any compilation stuff, prefering to write my own CMakeLists.txt files. However, what I loved about KDevelop and dearly would have again:
In KDevelop I could "attach" an include-directory to a c++ file meaning that code autocompletion would look for #included headers within that directory and use its content.
For example it was possible to "attach" something like /usr/share/myIncludes/
containing "my_foo.h". Then in the source code of my program I would
#include "my_foo.h"
and henceforth auto-completion would kick in using the contents of "my_foo.h".
I find this surprisingly hard to google. Is there even a feature like that in Geany, and if so, how would one use it?
My Geany is a simple install (geany and geany-common) on a clean (no non-free stuff) Debian System.
Geany is not supporting dynamic parsing of header files due to the performances and resources impact it would have.
However, you can generate a tag file from your headers as described inside manual or maybe use a plugin like geanyctags or projectorganizer (recently rename from gproject) which could help you there
Also you can find tag-files inside the wiki which you can import via the Tools-menu.

Find out the mime type and associated applications with Qt

How can I find out a mime-type or content-type of a given file?
I cannot use the suffix because the file could be renamed.
Possible additions would be categorizing them as jpg, gif, png and so on are image files and can be opened by editing applications, which has been set in the OS.
Thank you in advance.
What platform? On *nix, you should refer to how the program file does it, which is based on a few heuristics including checks of the first few bytes of a file (many file formats start with a fixed header, including many image formats).
If you're on Windows, the *nix file command is probably still instructive, even if you can't reuse its code as directly. There may also be some better solution in the Windows APIs (I'm not a Windows programmer).
This could help, it is with C# but I think you can get the idea.
http://kseesharp.blogspot.com/2008/04/c-get-mimetype-from-file-name.html
You can use some sort of class for acccesing Windows Registry from qt or using the Windows API directly from qt.
I am not a qt programmer.
You can't, not from within Qt.
However, if all you want is to show a file with the correct application, you can use QDesktopServices::openUrl(), which wraps open (Windows/OSX) and xdg-open (Unix). The URL may also be a local file (in that case, use QUrl::fromLocalFile() to construct the URL).
For categorizing image files. For Qt and just only for image files.
QByteArray imageFormat = QImageReader::imageFormat(fileName); //Where fileName - path to your file
Further mapping imageFormat to mime-type is not complicable
It doesn't look like Qt offers that capability yet. However, you may want to look into the libmagic library which does what the file and other similar commands do. Assuming the library is maintained properly it will include new MIME types as time passes. From what I can tell it is part of the file tool suite. Under a Debian system do something like this:
sudo apt-get install libmagic-dev
to get the development library and use #include to make use of it.