I am trying to draw an interaction diagram with Doxygen, using the external Mscgen utility.
This is the source file:
/// test.h
/** Interaction diagram.
* Test.
* \msc "Test interaction diagram"
* A,B,C;
* B->C;
* A<-B;
* \endmsc
*/
class A {};
class B {};
class C {};
I installed the mscgen.exe executable, and I set its path in the environment variable.
When running Doxygen, from its log this is all I get in relation to interaction diagrams: "Searching for msc files...".
The final Doxygen output contains a place holder for a missing interaction diagram, and the "Test interaction diagram" label.
I must be missing something in the Doxyfile file. How can I make Doxygen call the mscgen.exe executable?
Looking at the PNG files generated, the one Doxygen is looking for is missing, so I suppose mscgen.exe has not run at all.
This is the Doxygen generated HTML code block:
<div align="center">
<img src="../../msc_inline_mscgraph_1.png" alt="msc_inline_mscgraph_1" border="0" usemap="#msc_inline_mscgraph_1.map">
<map name="msc_inline_mscgraph_1.map" id="msc_inline_mscgraph_1.map"></map>
<div class="caption">
Test interaction diagram</div>
</div>
Try removing the caption. I have the same problem on Windows. I do not have other platforms handy to compare results and see if it is a Windows-only problem. When I do:
#msc "hello, world"
a, b;
a => b;
#endmsc
The figure does not generate. If I remove the caption, like this:
#msc
a, b;
a => b;
#endmsc
The figure generates, but there is no caption. When the caption is present, I see the error:
error: failed to open map file path-on-my-local-computer-redacted/docs/html/inline_mscgraph_2.msc.map for inclusion in the docs!
The interesting part is that the file is not generated when there is no caption either -- the difference is that Doxygen does not seem to care that the map file does not exist. I do not seen an obvious option that controls map file generation.
Sorry, for just a partial answer several months after the original question. I got here Google searching for an answer the same question and hope this will at least let others get sequence charts without captions.
I had the exact same problem and found that a syntax error in the msc-part was the reason. Once I got it error-free, it all build well.
It take me a while to identify the problem. A search took me to a guy's thread "Problem with msc graph" who had the same problem and the solution:
[...]
If there is a syntax error in an msc tag then At the end of the
generation run I get the following error message:
error: failed to open map file [...]
Related
I have two files in a Unity3d project. One is a test script that runs in edit mode. The other is a single class with static functions that I'd like to call from the test scripts.
here's my test script:
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class NewTestScript
{
[Test]
public void TestAnotherStaticFunction()
{
int a = NewBehaviourScript.FunctionUnderTest(1);
int b = 1;
// Use the Assert class to test conditions.
Assert.IsTrue(a == b);
}
}
here's my function under test:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
/// <summary>
/// the stupidest function in the world,
/// used to verify tests.
/// </summary>
public static int FunctionUnderTest(int a)
{
return a;
}
}
This gives me the error from the Unity compiler (I'm not building outside of Unity):
Assets/TestS/NewTestScript.cs(12,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
These are running in edit-mode.
I've tried adding and removing the SuperTestNameSpace namespace from the function under test and the calling code.
I've attempted adding/removing files from the .asmdef file that was autogenerated by unity, although this usually leads to other compile errors.
My previous unit test experience is largely in Visual Studio or VSCode, and I'm trying to get my unity3d test experience to match my prior test environment experiences.
Is there a fundamentally limited functionality in the edit-mode tests, or am I missing something stupid?
Further elaboration on the assemblies involved. It looks like there are two assemblies at play here: Assembly-CSharp.dll contains my code under test and TestS.dll contains my testing code. I believe my questions boils down to: how do I add a reference from the TestS.dll assembly to the Assembly-CSharp.dll. I'd know how to do this in Visual Studio (either via the context menu in VS or directly editing the csproj file), however I don't see how to do it in Unity3d. Any edit I make to the csproj file is frequently overwritten by unity, and while there is a 'references' section in the inspector (see picture) I can't add Assembly-CSharp.dll as a reference.
These are the inspector settings for TestS.asmdef. While there's an option to add references, I can't add a reference to Assembly-CSharp.dll, which is where my code-under-test lives.
Ok, I figured this out. There were two things going on:
Editor tests need to be underneath a folder called editor. It's really annoying that the unity editor doesn't do this for you.
You need to have an assembly definition for the code under test and add a reference from the test code to the newly created assembly definition. This must be done in the Unity editor UI.
by default, unity adds your script code to an assembly called Assembly-CSharp.dll, and, for reasons unknown, this assembly isn't referenced by my edit mode test code. I'm not sure if this is a bug in Unity or if it's by design, but explicitly creating and referencing the assembly definition has cleared things up.
The main issue is currently you are trying to call the
NewBehaviourScript(1);
constructor which does not exist...
instead of the method
using SuperTestNameSpace;
//...
NewBehaviourScript.FunctionUnderTest(1);
or alternatively with the namespace in the call directly
SuperTestNameSpace.NewBehaviourScript.FunctionUnderTest(1);
Also make sure the filename matches exactly the class name. So in your case it should be
NewBehaviourScript.cs
Note that the .cs is not printed by Unity in the Project view so there it should say NewBehaviourScript.
Why does it not compile with the using SuperTestNameSpace;? What is the error?
If that exception
Assets/TestS/NewTestScript.cs(14,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
is only shown in VisualStudio but the script compiling fine in Unity especially after adding a new script it helps to simply close and restart VS.
In some cases it also helps to close Unity and VS, remove all files and folders except Assets and ProjectSettings (and if you are under version control anything that belongs to it like e.g. .git, .gitignore, .gitattributes etc) in particular delete the Library, .vs folder and all .csproj and .sln files.
Than open Unity again and let it recompile everything.
Make sure the file that contains your NewBehaviourScript class IS NOT inside an Editor folder.
Move both the scripts in the Assets (root) folder and try again.
As part of a redevelopment project I am looking to extract all source code for a legacy SCL application.
Following Richard DeVenezia's excellent tip I have successfully been able to export all SCL and SOURCE entries using the following command:
BUILD %8b.%32b.%32b.%8b; FILE "C:\TEMP\%8b.%32b.%32b.%8b"; CANCEL
I was also able to write some SCL to extract / export all the SLISTS. The final piece is CLASS definitions..
Using Explorer I can open a CLASS entry into a GUI which shows the methods and attributes. I can also LIST the results to the log. However, all the methods are empty (there is no source code), eg:
/* SET_VIEW */
SET_VIEW: method / (signature='n');
endmethod;
Am not sure if this is always the case, or that the classes I have checked (about 10) all just happen to have empty methods.
My question is:
How do I export a CLASS definition from catalog entry to text file?
Got it! There is a CREATESCL() function (see doc) that will let you convert your CLASS into an SCL entry - which can then be exported to a text file.
Example (SCL) code:
rc = createscl('sashelp.classes.checkbox_c.class','work.a.b.scl');
My explanation of how to run SCL in EG may also be of interest in running the above.
To export to a text file, simply run (in Base SAS):
dm 'build work.a.b.scl; file "C:\temp\sashelp.classes.checkbox_c.class"; cancel';
I am sure this is something silly I've done but I can't see what it is:
So I have c++ project which has a main.cpp file and some classes. It was not written with doxygen in mind (error #1) but I'm looking to correct my mistake and generate some documentation. So I installed doxygen and ran the doxygen GUI, entered the project name/synopsis and specified the source and destination locations.
Also to get some output above a function I added a comment in the style the doxygen spec requires:
//! My actual function doesn't really look like this
/*!
* Some sample detail which isn't exactly the same as the main
* function but the structure is the same
*/
void sampleFunction()
{
doSomethingUninteresting();
}
However when I hit run in doxywizard no extra comments are made.
If I set the extraction mode to documented entities only main.cpp doesn't even show up. If I set it to all entities main.cpp appears under files and the function is in there however there is no detail whatsoever in the file.
As a complete novice trying to retrofit my project no doubt I've omitted to do something important but all the documentation/tutorials I've read don't suggest anything other than what I've stated needs to be done so I turn to the knowledgeable SO community for assistance
UPDATE:
In response to the comment by Arne Mertz here are a few more details:
Doxywizard is in Program Files/doxygen/bin and the config file is wherever doxywizard creates it by default
My source code is in User/Desktop/
The output folder is in User/Desktop/Documentation
To document a global functions you have also to include a file name. E.g.
/*!
* \file MyFileName.cpp
* \brief a brief description of a file
*/
//! My actual function doesn't really look like this
/*!
* Some sample detail which isn't exactly the same as the main
* function but the structure is the same
*/
void sampleFunction()
{
doSomethingUninteresting();
}
Note, that the name after \file keyword should be exactly as the name of the file.
I was being foolish as I suspected, to be safe I'd made a copy of my project and so the version I was editing was not the version being interpreted by doxygen
I apologise to anyone who wasted their time trying to help with this but I very much appreciate your attempts to do so :)
I ran into a problem with the Eclipse formatter. It won't format my code correctly when declaring methods within a class declaration. It puts a new line after the method's return type.
I already exported the style xml file and examined the settings in it, but none of the settings have any apparent connection to this problem, and the settings editor in Eclipse didn't show the same problem happening in it's sample code for method declarations.
Here is an example bit of code for what I want to have happen:
class MyClass
{
public:
MyClass();
void myMethod();
};
However, this is what I get:
class MyClass
{
public:
MyClass();
void
myMethod();
};
Again, in the styles editor, the code doesn't have this problem and looks just how I want it to, but in the actual code, the story is different.
I'm using version 3.8.0. Any help is appreciated.
Edit: I deleted those source files that were formatted incorrectly (after formatting the code several times to no avail) and replaced them with "identical" files with the same methods, same structure, etc. I formatted the code this time and it worked. This is probably a bug, but I'm leaving it up just in case anyone else encounters a similar problem or has a solution to avoiding this problem in the first place.
I hand edited two files under the main eclipse projects directory
.metadata\.plugins\org.eclipse.core.runtime\.settings
The two files:
file 1: org.eclipse.cdt.core.prefs, change this line from "insert" to "do not insert"
org.eclipse.cdt.core.formatter.insert_new_line_before_identifier_in_function_declaration=do not insert
file 2: org.eclipse.cdt.ui.prefs,
scan this file for "insert_new_line_before_identifier_in_function_declaration" and make a similar change from insert to do not insert next to it, should be obvious
Note I seen this problem on indigo and juno, the fix described above was in juno.
If you have a custom formatter config, export it first (settings>C/C++ General>Formatter>Edit>Export). Then change the following line to "do not insert". Save the XML.
<setting id="org.eclipse.cdt.core.formatter.insert_new_line_before_identifier_in_function_declaration" value="do not insert"/>
Delete the current config and import the one you changed.
There's a specific preference in the formatter options starting from cdt 9.8 included in Eclipse 2019-06.
In my years at college I've learned to program Java, which I did in Eclipse. I loved the feature in Eclipse on how Javadoc comments were able to pop-up in a window. At the moment I'm programming C++ and I'm really starting to miss this feature.
That's why I'm asking: is there a plug-in of something that acchieves the same result. Currently I am programming c++ with Visual Studio Express 2010, that does not have anything like this except for showing a function interface in the auto completion window. I would like to read more info such as reading up on pre- and postconditions for example, either for code from existing libraries (if they exist) or otherwise only for code I wrote myself.
Now I know of Doxygen, but that it not really what I'm looking for. It is a good enough fall back mechanism, but I really like to have it readily available from the same window I'm writing my code in.
Does something like this exist for Visual Studio? Or can I start using the C++ version of Eclipse and run the Javadoc generator there (I actually haven't tried this!) to get those nice pop-up comments?
EDIT:
I've been trying to get XML style comments working, but something like:
/// <summary>This constructor takes parameters to set the
/// members of the Cow class.
/// <param name="ho">Hobby as string of the cow.</param>
/// <param name="wt">Weight of the cow as a double.</param>
/// </summary>
Cow(const char * nm, double wt);
still only gives me the string "Cow(const char * nm, double wt)" in the pop-up window. Built with the \doc option, I do have a .xml file generated (in my Debug folder).
In C# you can write
///
And it will generate a XML style comment like:
/// <summary>
///
/// </summary>
/// <param name="parameter"> </param>
/// <returns> </returns>
You can let Visual Studio generate an XML file, which can be processed to get something like javadoc. I'm 100% sure it works on C#, but it seems that C++ uses a different style. If I go to project options > Configuration Options > XML Document Generator > General, and set the "Validate IntelliSense" to Yes, you can place comments in your .h file:
class Test {
public:
// The constructor
Test(void);
// The destructor
~Test(void);
// The function description
void Function();
};
If I go to my main.cpp, and type this:
Test * test = new Test();
test->
As soon as I hit the '>', a box pops up with a list of functions (destructor and the function in this case). If I select Function for example, a tooltip pops up with "The function description":
void Test::Function();
The function description
File: test.h
I'm not sure if there are any plugins, but I hope I helped you a bit here!
If you have CodeRush/Refactor you can try the CR_Documenter plugin (use VS Extension Manager). It provides a new dockable window with such documentation.
I am with you - Eclipse is so much better for viewing documentation.
Use SandCastle to integrate with the builtin help (F1). Its not as good as inline help like you get in Eclipse, but you can hover over a type, press F1 and then you are there.
To do this, install Sandcastle and Sandcastle Help File Builder. Then in your Sandcastle Help File Builder project, make sure to tick the box for MSHelpViewer. This will generate documentation and a script you can run to integrate your custom documentation into the F1 help.