Ok, I'm completly new to all this "download and build (make, install, make-install and so on)", I'm trying understand, but it seems to me, I dont have enough expierence with all of this stuff.
I'm trying to build (or make, or install, I'm very confused) this module for my first lua script.
So how do I build (make, install, or whatever) this modue for my system (Windows 7)?
Installation section says
Installation
Need lua 5.2, then just "make" it.
What do they want me to do? I can see this "source-to-make" everywhere, but I really don't understand what should I do, it's like obvious to everyone so there's no good step-by-step explanation.
Related
I just want to be able to compile/run my OpenGL C++ projects on my local machine.
Do I need "nRF Connect" if I'm only pursuing local projects?
I have VS Code installed running version 1.71.0 (user setup) on Windows_NT x64 10.0.22000
I am using the mingw64 compiler located in C:\msys64\mingw64\bin\g++.exe
My active kit is GCC 12.1.0 x86_64-w64-mingw64 that is displayed on the bottom faceted pane in the window
I have my "CMakeList.txt" generated with the corresponding "main.cpp" file using the "CMake: Quick start" tool
When I run the "CMake: Build" tool, I get the error "Unable to determine what CMake generator to use". Therefor my CMake "build" directory is never created in my $(workspace)
I have tried running the "CMake: Reset" tool and I don't think that is the problem right now. In my "settings.json" file at the bottom, I see "nrf-connect.toolchain.path: " setting is set to the value "PATH". I think that is one of the issues but don't know what value to change it too. Also my environment variable "Cmake: Configure Environment" located in settings->Extensions->CMake Tools is empty for my key/value pair, also don't know what to add to that as well. I've been combing the internet for weeks so I can articulate my problem to you guys which as much of it solved before I brought the issue here. I was able to compile/run my C++ projects on VS code with no issue prior to installing CMake but am trying to build projects with OpenGL. And from what I seen CMake is one of the options that is required when it comes to building OpenGL projects.
Don't send me some documentation as a solution because I tried it and that is why I'm here. It blows my mind that there isn't a step by step on how to integrate CMake with OpenGL in VS code. The tutorials I've seen, they skip a lot of crucial steps which is the dumbest thing I have ever seen and it leaves us pulling our hair out.
CMake: Configure Environment setting
SO!
Let's say I have a number of settings (GCC compiler 9.3.0 built from source, as the distribution I have to use has a very old one, along with environment setup) for a new Kit in QtCreator.
I have managed to setup an environment for compilation and execution of compiled binaries, and made a script to make it work (like qmake -nocache -recursive/make/sudo make install, direct execution of g++, and other stuff).
One thing that script can't do at the moment, is that it cannot create a kit for QtCreator with new compilers and environment being set as required, so after running a script, its user has to go through setting it up himself through GUI, which is bad, because this can cause misconfiguration.
This thing I'm trying to create is going to be used by around ~200 people in my company, so leaving readme.txt with instructions just doesn't go well enough for me - I don't want running around fixing missing "{" and "}" in Environment description in created Kits, and other stuff.
Are there ways to create Kits for QtCreator automatically from command line? Maybe, there's some files to edit?
I've looked into this one a few years back (I wanted to do something similar for registering Buildroot toolchains automatically in QtCreator), and I was unable to find an off the shelf solution. So i think there are 2 ways to implement this:
a) Implementing a command line utility the manipulate the ~/.config/QtProject/qtcreator/{toolchains,profiles}.xml files. Maybe by (re)using the existing C++ implementation within QtCreator, or just re-implement it ie. in Python. Back than I didn't start to work on this as there was no real business need.
b) Switching to qbs, as qbs has support for setting up toolchains from the command line ( see: https://doc.qt.io/qbs/cli-setup-toolchains.html)
If you decide to go with solution a), please let me know and maybe we can partner up to implement it.
Check out the command line sdktool bundled with QtCreator:
The SDK tool can be used to set up Qt versions, tool chains, devices
and kits in Qt Creator.
There still is a lot of knowledge about Qt Creator internals required
to use this tool!
I haven't tried it yet, but I did find the executable under Tools/QtCreator/libexec/qtcreator subdirectory of the Qt Creator installation directory. ./sdktool --help works for me under Linux.
I'm trying to start a work in vscode , latest C++ plugin version supports ms debugger, so as I'm mostly working under windows it was a signal to try this.
c++ tools plugin from MS and cmake tools were installed.
my test project was however not built . the problem is clear , but I need an advice from experienced vscode users how to solve this right.
cmake doesn't see vc compiler.
(after using QtCreator) I expected that vscode could detect vc installation... however that's not so. ok, I have a two ways:
fill environment variables INCLUDE/LIB/PATH with a headers, libs and binaries
just run vcvarsall.bat x64
Second way is a simple and reliable. so final question is:
how to run .bat at the begining of vscode start?
(I don't mean write another bat/cmd, prepare the environment and run vscode inside the same script after that)
Although the question is fairly old, I'll try to give a useful answer, in case others stumble across, just like I did.
I believe what you are trying to achieve is not possible. Code inherits the environment it was started with. If you did not launch it from a developer command prompt, you will not be able build and debug. (Building might be possible if every task first starts the vcvarsall.bat, but that slows things down by a lot. Debugging I think will still not work.)
If you are willing to, you can check out vector-of-bools CMake Tools extension which does build automation as well as automatic MSVC detection. It builds using CMake (thus you need to write your build scripts using CMake), but it will take care of building just by pressing F7, like what most VS users are familiar with.
I'm trying to set up a c++ unit testing library on my computer and figured that google's gtest would be a good fit.
I am currently running mountain lion with the most recent release of xcode.
I have been attempting to follow the instructions found here but am running into an intresting problem.
I am opening the gtest project, building it, and even though xcode tells me that the build was successful, I cant seem to find the framework anywhere. any help on this subject would be highly appreciated!
Thank you!
This worked for me:
Get the code from https://github.com/dmonopoly/gtest-cmake-example
Run the cmake GUI in the usual way (I used version 3.0.0). Hit "Configure", one of the prompts allows you to choose XCode generation. Hit configure again, Enable the "test" config option, hit configure again (and maybe even once again), then hit "Generate".
You should now be able to find the XCode project in the build directory that you specified. Open that project, and you will find the gtest source code, some demo test code, as well as a target for running the tests.
I'm trying to use Qt4 using the Code::Blocks IDE. I'm running Linux Mint and I'm getting some errors. I looked around and found some people that had the same problem as me, but I can't seem to get their solutions working on my computer.
I installed Qt4 using the command
sudo apt-get install qt4-dev-tools
And when I type whereis qt4, I get qt4: /usr/lib/qt4 /usr/include/qt4 /usr/share/qt4
If I select "Create new Projet" in Code::Blocks and Select Qt4 project, it asks for Qt's location, which is $(#qt4) by default. If I click next, it says Code::Blocks doesn't know the "qt4" variable and gives me a prompt to set the base location, the include directory, etc.
Since I don't have any idea as to what I should be putting in there since nothing works (either it says "QTCore cannot be found in the specified directory", or the "lib" directory couldn't be found, etc.).
I tried what was posted on this forum: http://crunchbang.org/forums/viewtopic.php?id=18210, but it didn't solve my problem and I get the same errors.
In the "/usr/share/qt4" directory, there's a link to the "include" directory, but not to the "lib" directory.
I'm pretty new to Linux and all of this, so I'd like it if the answer was very detailed explaining what I did wrong / what I have to do.
Install the QtSDK
As a first step I would advise you to download directly the QtSDK, from the project site here.
Note: You could also use the precompiled version for your Mint version,
but in my personal experience, when working with external SDK,
you have more independence in development, it also allows you to work
freely with multiple versions of Qt simultaneously without move any
dependence of your OS.
You can follow the graphics steps to install the SDK, I advise you to check the option "download source", later this is going to be used for debugging code, and if necessary will allow the recompilation of some classes.
Now your QtSDK is installed on the folder eg "/usr/local"
So, all references inside your IDE should refer to this location.
Install the C::B
You can use the version available in "Software Manager"
Configure the C::B
When we start a new project and asks the location of our SDK we indicate this directory /usr/local/QtSDK/Desktop/Qt/4.8.1/gcc
Now the project is ready!
Note: "/usr/local" and "4.8.1" are variables depending on where
and what version you have installed.
Is very likely that your build directory, is not correctly assigned in "Settings->Compiler and Debugger->Toolchain ...->Compiler's Directory"
will be the default "usr" which should be replaced by "/usr/bin"
Now, when compiling with the standard project ".pro" and if your project has the requirement to use a "moc" tool strategy, the simplest way to do that, is use a customized Makefile, with all stages of compilation.
To learn how to make a customized makefile, you can read this answer.
And although I would advise again:
Although that CB is an optimal environment for working with wxWidgets, and C/C++ in general, I personally think that in the case of working with Qt, QtCreator provides a development environment more native and optimized to work with your projects QT.