install wx-widgets is driving me insane on Yosemite - c++

I'm on Mac OS X Yosemite 10.10.2. As far as I know, wx-widgets were preinstalled on older versions on OS X (probably that's why google search doesn't help), but that's not the case anymore. I need to get started on a C++ project using wx-widgets, using any IDE (Eclipse, Codelite, or whatever is best). However, I simply cannot get wx-widgets to work. After a workaround I was able to compile on my machine wxWidgets-3.0.2. I called from terminal make and make install, but the libraries seem to not be correctly installed. Indeed, if I create a project on Codelite I get many "wx-config: Command not found" errors. Can someone help me to get me started on installing the libraries and creating a simple project that includes wx-widgets?

I use homebrew which is installed by copying and pasting one line from the homebrew website.
Then, the installation of wxWidgets is simplicity itself with:
brew install wxmac
Any problems, you just call the doctor with
brew doctor
Now you have a proper package manager you can install ImageMagick, GNU Parallel, GNU awk, Oxygen, webkit2html, zeromq, tree, SDL, Redis, sqlitebrowser, pandoc, exiftool, ffmpeg, 7zip, awscli, etc...
You can then compile your wxWidgets programs with
g++ `wx-config --cxxflags` -o sample sample.cpp `wx-config --libs`

I can successfully compile and install wxWidgets on Yosemite with these commands:
- Get the latest sources of wxWidgets 3 from wxwidgets.org and unpack them.
- Move the unpacked directory someplace where you want to keep it.
- Open a terminal and change into the wxwidgets directory.
- Create two directories: build-release and build-debug (don't rename those!)
- Change into wxwidgets/build-release
- Run
../configure --with-osx_cocoa --disable-shared --with-opengl --enable-universal-binary=i386,x86_64 --with-macosx-sdk=/Developer/SDKs/MacOSX10.6.sdk --with-macosx-version-min=10.6
- Run make, then sudo make install
- Change into wxwidgets/build-debug
- Run
../configure --enable-debug --with-osx_cocoa --with-opengl --enable-universal-binary=i386,x86_64 --with-macosx-sdk=/Developer/SDKs/MacOSX10.6.sdk --with-macosx-version-min=10.6
- Run make, then sudo make install
Be aware that these instructions are for compiling against the Mac OS X 10.6 SDK, which I have at /Developer/SDKs/MacOSX10.6.sdk. You can try to omit the --with-macosx-sdk parameter altogether, which will compile using the latest SDK. Also ensure that you have Xcode and the command line developer tools installed.
These commands will install static libraries for the release build and shared libraries for the debug build. You can change this by supplying or omitting the --disable-shared parameter.

The instructions for building and installing wxWidgets are included in the distribution and can also be viewed online.
If your IDE doesn't find wx-config, you must not have the location where you installed it (/usr/local/bin) by default in your PATH. Add it there to fix this.

Like suggested by VZ, you must change your PATH.
But not the variable PATH in your environment Windows but the variable PATH in your C++ project. It's strange but maybe it's different.
Go into (for eclipse) :
C/C++Build->Environment->PATH (add the path of wx-config in the beginning).
Press : Apply, OK and build the project.
I think is strange that Eclipse don't update the PATH after rebooting the OS. Maybe we must add an option to Eclipse for building WxWidget and force Eclipse to update the PATH, but I don't know it.
This change work for me.
Eclipse / MinGW-MSYS / WxWidget 2.8

Related

Troubles installing Mingw bin folder [duplicate]

I am trying to build some open source library. I need a package management system to easily download the dependencies. At first I am using MinGW and MSYS. But the included packages are limited. Someone told me to use Mingw-w64 and MSYS2.
I downloaded the mingw-w64-install from here. When running, it reports the following error. How can I fix it?
And by the way, from the Mingw-w64 download page, I see a lot of download links. Even Cygwin is listed. How are Cygwin and Mingw-w64 related?
My current understanding is, in the time of MinGW and MSYS, MSYS is just a nice addon to MinGW, while in Mingw-w64 + MSYS2, MSYS2 is stand-alone and Mingw-w64 is just a set of libraries it can work with. Just like Cygwin can download many different packages.
Unfortunately, the MinGW-w64 installer you used sometimes has this issue. I myself am not sure about why this happens (I think it has something to do with Sourceforge URL redirection or whatever that the installer currently can't handle properly enough).
Anyways, if you're already planning on using MSYS2, there's no need for that installer.
Download MSYS2 from this page.
After the install completes, click on the MSYS2 UCRT64 in the Start menu (or C:\msys64\ucrt64.exe).
If done correctly, the terminal prompt will say UCRT64 in magenta letters, not MSYS.
Update MSYS2 using pacman -Syuu. If it closes itself during the update, restart it and repeat the same command to finish the update.
You should routinely update your installation.
Install the toolchain: (i.e. the compiler and some extra tools)
pacman -S mingw-w64-ucrt-x86_64-toolchain
Install any libraries/tools you may need. You can search the repositories by doing
pacman -Ss name_of_something_i_want_to_install
e.g.
pacman -Ss gsl
and install using
pacman -S package_name_of_something_i_want_to_install
e.g.
pacman -S mingw-w64-ucrt-x86_64-gsl
and from then on the GSL library will be automatically found by your compiler!
Make sure any compilers and libraries you install have this package prefix: mingw-w64-ucrt-x86_64-. Only use unprefixed packages for misc command-line utilities (such as grep, sed, make, etc), unless you know what you're doing.
Verify that the compiler is working by doing
gcc --version
If you want to use the toolchains (with installed libraries) outside of the MSYS2 environment, all you need to do is add C:/msys64/ucrt64/bin to your PATH.
MSYS2 provides several compiler flavors, UCRT64 being one of them. It should be a reasonable default.
MSYS has not been updated a long time. MSYS2 is more active, and you can download it from MSYS2. It has both the mingw and cygwin fork package.
To install the MinGW-w64 toolchain (reference):
Open the MSYS2 shell from the start menu
Run pacman -Sy pacman to update the package database
Reopen the shell, and run pacman -Syu to update the package database and core system packages
Reopen the shell, and run pacman -Su to update the rest
Install the compiler:
For a 32-bit target, run pacman -S mingw-w64-i686-toolchain
For a 64-bit target, run pacman -S mingw-w64-x86_64-toolchain
Select which package to install; the default is all
You may also need make. Run pacman -S make
You can now also get the stand-alone personal build of MinGW-w64 from https://winlibs.com/ which doesn't require any installation; just extract and its ready to use. This allow having multiple toolchains on the same system (e.g., one for Windows 32-bit and another for Windows 64-bit).
The most straightforward way, as far as I know, is to use Chocolatey to install MinGW:
choco install mingw
Then check with the command whereis gcc. It is going to be installed in C:\ProgramData\chocolatey\bin.
one more thing, to get make working, just copie (or rename if you wish)
with copy mingw32-make.exe make.exe in C:\ProgramData\chocolatey\bin.

How to use Boost.Python in Eclipse running on Linux Mint 18?

The objective is to compile a C++ program with Boost.Python in Eclipse on the OS on Linux Mint 18. In particularly, we want to run the template program:
#include<boost/version.hpp>
#include<boost/python.hpp>
#include<iostream>
using namespace std;
int main() {
cout << "My first boost program with version: " << BOOST_LIB_VERSION << endl;
return 0;
}
This personally took me quite a while to get working, so the tutorial below should serve as a one-stop-shop reference for anyone in a similar situation. Note on software used:
Boost version: 1.62.0
Python version: 2.7.12
OS: Linux Mint 18 Xfce 64-bit
Eclipse version: CDT 9.1.0 for Eclipse Neon.1
Installing Eclipse CDT
Make sure that you have Java installed. For the Java JDK (if you want to also develop Java programs), run:
sudo apt-get install default-jdk
To simply run Java programs (such as Eclipse), you can install the lighter Java JRE:
sudo apt-get install default-jre
Both JDK and JRE will work, but JDK takes up more space.
Go to CDT download webpage and download the Linux 64-bit file eclipse-cpp-neon-1-linux-gtk-x86_64.tar.gz
Assuming you downloaded the file in ~/Downloads/, run the following command to unpack ("install") Eclipse into the /opt/ directory:
sudo tar zxvf ~/Downloads/eclipse-cpp-neon-1-linux-gtk-x86_64.tar.gz -C /opt/
To create a desktop launcher icon, run
sudo gedit ~/.local/share/applications/eclipse.desktop
and in the text editor copy-paste:
[Desktop Entry]
Name=Eclipse
Type=Application
Exec=/opt/eclipse/eclipse
Terminal=false
Icon=/opt/eclipse/icon.xpm
Comment=Integrated Development Environment
NoDisplay=false
Categories=Development;IDE;
Name[en]=Eclipse
You now have Eclipse installed, but you don't need to run it yet, just keep reading and following the instructions :)
Installing Boost
The instructions are more or less given here, but for the sake of cohesion I write them here.
Download boost_1_62_0.tar.gz
Assuming you downloaded the file into ~/Downloads/, run the following command to unpack Boost into the /usr/include/ directory:
sudo tar zxvf ~/Downloads/boost_1_62_0.tar.gz -C /usr/include/
It's as easy as that - you now have Boost... but that's not all yet. Read on :)
Building Boost.Python and Boost.System
The Boost libraries Boost.Python and Boost.System must be built before they can be used. Here's how you do this:
Go into the Boost directory in your Terminal:
cd /usr/include/boost_1_62_0/
Run the command:
sudo ./bootstrap.sh --prefix=/usr/local
To build Boost.Python and Boost.System into the /usr/local/lib folder, run:
sudo ./b2 install --with-system --with-python
once the command has finished, you will find libboost_system and libboost_python (with various file endings) in /usr/local/lib
That's it for building the necessary Boost libraries. Note that any other Boost library that needs to be built can be done in the same way.
Preparing Python 2.7
Linux Mint 18 comes with Python 2.7 pre-installed. For me, running the command python --version returns the output Python 2.7.12. I'll assume this is the same for you - but probably it doesn't make a difference what the version is. However, to get our objective of the C++ program with Boost.Python to build and run, you have to execute the additional command:
sudo apt-get install python-dev
which places some additional necessary files (particularly pyconfig.h) into /usr/include/python2.7.
Installing Linux GCC
Linux GCC allows you to compile C++ programs. To install everything necessary, simply run:
sudo apt-get install build-essential
Making our program run in Eclipse
Now we've got everything configured to be able to write, build and run our program in Eclipse. So, let's do it!
Run Eclipse, either from the terminal (either by using the desktop icon we've created or by running /opt/eclipse/eclipse in the Terminal).
If it's your first time running Eclipse, you'll be prompted to choose a workspace (basically, a folder where all Eclipse project files will be stored):
Now go to File -> New -> C++ Project and enter the following and click Finish (you can use whatever Location you wish, including the default location (i.e. the one of your workspace)):
Now go to File -> New -> Source File, enter the following and click Finish:
In the main.cpp file that automatically opens in the editor, type in the program that we want to compile (note that I customized my Eclipse layout, so it looks different from the default layout you might have):
Now the secret sauce. Go to Project -> Properties -> C/C++ Build -> Settings where you will see:
Go to GCC C++ Compiler -> Includes and, using the little icon that looks like a folder with a green plus sign, add the following Include paths:
Go to GCC C++ Linker -> Libraries and add the following Libraries and Library search paths:
Press OK to close the Project Properties window.
Back in the main Eclipse window, first click the hammer icon to build the project, then the green play icon to run it (both buttons are highlighted in the below screenshot). In the console view you will first see a successful build, then the Terminal output of our program:
That's it! We've achieved our objective of building and running a C++ program with the Boost.Python library included. That's the end of this tutorial, I hope it helped you :)

Installing C++ Libraries on OS X

I am trying to get my head around some basic concepts, but I can't seem to figure them out.
I am really confused over what it means to install (I think they are called libraries) for C++. I am trying to install OpenCV, but I don't know what needs to happen for it to be installed, how to check, or what really OpenCV is (Is it a library, framework, something else?).
My understanding is that OpenCV (and other libraries/frameworks) is distributed as only the source code so that is is able to work cross-platform. Then, after you download it, you have to build it (I don't know what build means though), and then link your compiler against it so that it can access the files? I don't know how any of this would be done, or really what this means. I think a lot of this is done by CMake, but I don't know what CMake really does, how you would use it, or how you would then utilize the library/framework in your code. Also, where would the libraries like OpenCV be installed, how would clang (or any other compiler/linker) know where to find them, and what kind of files would they be (.a, .dylib, .cpp, .hpp, executables, or a collection of everything)? Is this structure specific to C++ and OS X or is it more widespread?
I am not looking for a tutorial on how to install OpenCV or other libraries, but I am instead trying to learn how that actually works so I won't need tutorials in the future.
Before you can do any C/C++ development work on a Mac, you need to go to the App Store and download Xcode for free - it is Apple's IDE - Integrated Development Environment. Without Xcode, you will have no compiler (i.e. clang or gcc or g++) and no build tools, (i.e. make).
Install Xcode
If you are totally new to Mac, App Store looks like this:
and Xcode looks like this:
Install Command Line Tools
Next you must install Xcode's command-line tools, so start a Terminal - by pressing ⌘+SPACE and starting to type Terminal and when it guesses correctly, just hit Enter/Return. Copy and paste the following into Terminal and hit Enter/Return.
xcode-select --install
The above is called a "Spotlight Search" and is the easiest way to find anything on a Mac.
Install homebrew
Then, if you want to install OpenCV on a Mac, install a package manager such as homebrew which is a matter of copying and pasting a single line from the homebrew website into your Terminal. I will not show the line here in case it ever changes and someone looks at this in a few years, but it is easy to see if you go to the link above.
Find Packages
Then you can find any packages you want with:
brew search opencv # Look for packages called "opencv"
or
brew search boost # Look for "boost" libraries
Install OpenCV
So, for a vanilla (no special options) installation and build of OpenCV do this:
brew install opencv
Remove Packages
You can later remove any packages you no longer want with:
brew rm opencv
Update Packages
You can also update all installed packages with:
brew update && brew upgrade && brew cleanup
Build a Project
Once you have got it installed, you can start compiling and building your own project. It helps if you use the pkg-config package to pick up all the necessary compiler/linker settings you need, so I would suggest:
brew install pkg-config
Now you can compile and link with a really simple command like:
g++ $(pkg-config --cflags --libs opencv) process.cpp -o process
Then you can go on to use Xcode IDE later if you want to once you get started.
Build with Xcode
Once you have got started with basic compilation, you may want to start using Xcode to edit your programs, to do that, you must tell Xcode where the header files are and also where the libraries are and which libraries to link. This will vary with your OpenCV version, but you will need to alter the places marked in the two diagrams below. You will find these easily if you click them in order - green area first, then the yellow, then the blue, then the red.
The actual information that will need to go in the Xcode settings areas I have marked above can be found by running the same pkg-config command I suggested in the previous section. So run:
pkg-config --cflags opencv
to get the location of the header (include) files, and then run
pkg-config --libs opencv
to get the information you need to fill in for the linker in Xcode.

Stepping into Qt sources in Qt Creator (in Ubuntu Linux)

I'm using Qt Creator in Ubuntu. It's installed from the repositories but as it is now, there is no way to step into the Qt sources when debugging.
How can I enable that?
Since Qt Creator uses gdb, you need to configure gdb. First thing to do is to install Qt debugging symbols:
apt-get install libqt4-dbg
Or, for Qt5:
apt-get install qtbase5-dbg # For the qtbase package
This will install the debugging symbols for Qt libraries. Older releases of Ubuntu had a silly bug that required additional trick to correct those symbol files, but in the current release it works fine.
This will make gdb step inside Qt methods, but it's no fun without sources. So we need sources which can be installed like this, assuming that the source repository is enabled in the APT:
apt-get source qt4-x11
ln -s qt4-x11-4.7.0 qt # a convenience symlink
Or, for Qt5:
apt-get source qtbase-opensource-src
# Make a link as above, if you wish
This will download the sources, unpack them into the current directory and patch them accordingly, no root privileges needed unless the current dir isn't writeable by the current user.
And the last thing is to inform gdb of the sources location, which is done by putting this in the ~/.gdbinit file:
dir ~/vita/qt/src/corelib
dir ~/vita/qt/src/gui
dir ~/vita/qt/src/network
dir ~/vita/qt/src/sql
Add modules and correct paths as needed. The convenience symlink is very useful here, so we don't have to edit this file each time we upgrade to a new Qt version. We only need to download the new sources, patch them and change the symlink.
Note that even we have installed the debugging symbols, we still use the release build of Qt libraries. This means that the code is highly optimized and will sometimes behave very strange when stepping inside Qt binaries. If it is a problem, then it is necessary to build Qt in debug mode, install it separately (say, in /usr/local/qt4-debug) and tell Qt Creator to use that particular installation.
The only way i made it work on Ubuntu is building Qt from sources with configure -debug.
Everything started to work like a charm afterwards.
Qt binary packages for Linux don't contain debug symbols and therefore the debugger doesn't know files or line numbers where to jump to. You need to build Qt yourself with -debug configure option if you want to be able to debug Qt code.
Instructions from Sergey Tachenov instructions would only work if you build your application against the Qt version that you can find from Ubuntu repositories.

Enabling OpenGL in wxWidgets

I installed the wxWidgets source code, compiled it and am linking the libraries thus obtained with my application code. Now I need to use OpenGL in my wxWidgets application. How do I enable this?
For building on Windows with project files:
Assume $(WXWIDGETSROOT) is the root directory of your wxWidgets installation.
Open the file $(WXWIDGETSROOT)\include\wx\msw\setup.h
Search for the #define for wxUSE_GLCANVAS.
Change its value from 0 to 1.
Recompile the library.
For building on Linux and other ./configure based platforms:
Just use ./configure --with-opengl
(A mashup answer from two partial answers given by others)
If you're using configure to build wxWidgets you just need to add --with-opengl to your command line.
Just to add a little bit... If you're on linux you need to watch the logs when running configure. If it can't find opengl dev packages then it will turn opengl off with one line of warning which is easy to miss.
run it like this to make it more obvious what development libraries you're actually missing (it looks like the --with-opengl is on by default in 3.0.0 and possibly earlier versions of wxwidgets, but it can't hurt to include it I suspect).
./configure --with-opengl > configure.log
Once configure can find all the dev libs you think you're going to use you need to rebuild wxwidgets:
make
sudo make install
I had to install these on linux mint to make wxwidget's configure happy as far as opengl was concerned (and should also work for ubuntu) to get the dev libs I needed.
sudo apt-get install mesa-common-dev
sudo apt-get install freeglut3-dev
(Assume $(WX_WIDGETS_ROOT) is the root directory of your wxWidgets installation.)
Open the file $(WX_WIDGETS_ROOT)\include\wx\msw\setup.h
Search and find the option wxUSE_GLCANVAS. Change its value from 0 to 1.
Recompile the library.