How to build Orbeon Forms in Professional Edition mode? - build

I have downloaded Orbeon source code from the following link, https://github.com/orbeon/orbeon-forms/wiki/Contributors-~-Building-Orbeon-Forms#from-the-command-line. After downloading the distribution, I have unzip the distribution and created the build through command line.
By default It is created the build for Community Edition. How do I create a build for Professional Edition? Where do I need to change the properties/configuration to build the Orbeon in Professional mode?
Some documentation stated that the source code for both versions will be same.But while building It will build for Community Edition. Is there any tutorials/suggestions that how to build in Professional Edition Mode?

Orbeon does not provide public instructions or code to build Orbeon Forms PE, which is a commercial, supported build of the product.
This said, at this time, the source code is the same between CE and PE with the exception of the build.xml file. (Note that in the future some PE features might be not be present in the public code base.)
So you could tweak build.xml to enable PE features and tweak the source code to disable license checking, no problem with that. The idea is just that we want to ensure that something called "PE" in fact comes from Orbeon.

Related

Has anyone successfully modified vcvars*.bat in Visual Studio to point to a shared build tools location and been able to use MSBuild?

Our group has some simple regression machines that build different C++ code bases regularly, and they all use different versions of the Visual Studio build tools. Rather than try to install a lot of different versions of Visual Studio on the build systems, the tools are copied to a standard mounted location and used from there.
Now, the team that set this system up uses a custom build system rather than MSBuild, but I am trying to use these machines with MSBuild (which is also copied to the mounted location) to build an existing VS solution file. Does anyone know how to modify a vcvars batch file enough so that these tools being in an alternate locations will work properly without having to install anything to the build node?
Not sure what point you want to describe. And as far as I know, you can just download the msbuild open source code and then basically add your custom build tool to the msbuild code.
In this way, the generated new msbuild tool is perfectly embedded with your custom tool. This is the best solution.
Simply changing the vcvars*.bat and other related files on the msbuild folder of vs2019 is not helpful. You must start at the stage of msbuild development.
And thanks for Microsoft to open up the source code of msbuild, in fact, this is to facilitate users to embed custom tools.

VS c++ compiler on server compiler for free licence

"MSBuild Tools" is a free MS compiler used by VS which can be deployed and used without licences : GREAT but managed code only !
It seems the C/C++ compile versions used by VS can't be installed in stand alone and then are not licence free. Nearest tool available seems to be VS Express Edition (but we need it on a multi user server and we can't set multi product key)
Would you have any idea in mind to use the same compiler than VS (not GCC,...) for free on a compilation server ?
Ty for help
--- EDITs
I work for a company with more than 5 developpers :)
When I did DL MS Build Tools 2015, I got a very small setup (24Mo) witch needs only 200Mo once installed and only contains managed build tools
You have two options for a stand-alone compiler that is ABI compatible with Visual Studio:
The visual studio build tools can be used under the same license terms as visual studio. In other words, if you have a licensed version OR you qualify for the Community edition, you can use these.
Clang produces binaries that are ABI-compatible with visual studio, so you can mix and match. A recent push by Microsoft allows it to produce PDB files for Visual Studio as well.
Hi and thanks for your help wich guided me to the solution.
It's necessary to log in my.visualstudio.com in order to be able to download MS Build Tools :
They exist in different versions, I did choose :
C++ Build Tools 2015U3
.Net Build Tools 2015U3
Build Tools 2017 - 15.9 (they Added C++ and managed Inside the same setup)
Those compilers cover my needs but you can find Build Tools 2013 for .Net (not C++) and no Build Tools for older versions.
Please note they are free and don't need a licence key.

SonarQube Visual Studio 2013 C++ Plugin

I have the following setup...
TeamCity 7.1.5
Visual Studio 2013
SonarQube 3.7.4
SonarQube C++ Community plugin 0.9.1
We have a number of Visual Studio C++ solutions / projects. They all process successfully through TeamCity - Compile, Unit Test, Nuget Package generation, etc. I am now trying to add the Sonar analysis of those project, using the C++ Community plugin.
Now I understand that the plugin itself does not perform any analysis, that must be done separately and the plugin only imports the results. The plugin is successfully able to identify and import all the Source files, I can seem them listed in within the SonarQube dashboard.
The actual build and analysis is done via Visual Studio / Visual C++ compiler using MSBuild. I have enabled Code Analysis via MSBuild and I can see that it is generating a list of issues. However, I cannot get SonarQube to import that list of issues.
For the MSBuild command I am using the following parameters...
/t:Build
/p:Configuration=Debug
/p:RunCodeAnalysis=True;CodeAnalysisRuleSet=AllRules.ruleset;verbosity=normal
/filelogger
/flp:verbosity=diagnostic
I have confirmed that a MSBuild.log file is being generated and it is finding issues.
The Sonar-Runner steps has the following options...
-Dsonar.language=c++
-Dsonar.projectKey=MYProject
-Dsonar.projectName=MYProject
-Dsonar.projectVersion=0.0.1
-Dsonar.sources=Src
-Dsonar.cxx.compiler.reportPath=*.log
-Dsonar.cxx.compiler.charset=UTF-8
-Dsonar.exclusions=**/packages/**/*
-Dsonar.cxx.includeDirectories=Src/Packages "
-Dsonar.cxx.compiler.parser='Visual C++'"
I have also tried using -Dsonar.cxx.compiler.reportPath=MSbuild.log
The Sonar appears to run fine, but just doesn't pick up the code analysis issues.
Could anyone please suggest what I could be doing wrong, or what else to try.
Any help would be greatly appreciated.
Thanks & Regards,
RG
try the last version of the plugin and make sure all compiler related rules are enabled in your profile. And check your compilation build log, if the paths are relative in there you need to pass /FC flag to the compilation

C++ OpenCV Source

I have downloaded OpenCV. I have got the demos working but what I really want to do is step throuh the source code and see what is going on.
In C# I download source code and set it up so that I can step through it but I do not know how to do this or even if it is possible in C++. I do not even know how to set the source code up so that I can right click on a method name and then click go to definition.
Is it possible to do the same things with source code in C++ as in C#, if so how do I do this?
I'm assuming you want the IDE to show the source code while debugging, or when you click something like "go to declaration" or "follow object under cursor". You will need to tell the IDE where to find the source code.
The Windows OpenCV installer includes the source code, so if you want to locate it manually, check where the installer installs its magic. In Visual Studio, you can add source directories to the Environment in Preferences.
You need to download OpenCV 2.2 for Windows (with VS 2010 project).
OpenCV-2.2.0-win32-vs2010.exe
installation package containing OpenCV source code,
documentation, samples and pre-compiled
32-bit binaries for Visual Studio 2010 developers.
It does not contain 64-bit binaries, binaries
for other compilers, such as VS2008 or MinGW.
It does not have TBB or IPP support built-in.
If you need those, reconfigure and rebuild OpenCV from the source code

How do I start a CUDA app in Visual Studio 2010?

Direct Question: How do I create a simple hello world CUDA project within visual studio 2010?
Background: I've written CUDA kernels. I'm intimately familiar with the .vcproj files from Visual Studio 2005 -- tweaked several by hand. In VS 2005, if I want to build a CUDA kernel, I add a custom build rule and then explicitly define the nvcc call to build the files.
I have migrated to Win 7, and VS 2010 because I really want to try out nSight. I have nSight 1.5 installed. But this is where I'm totally lost. If I proceed as before, nvcc reports that it only supports msvc 8.0 & 9.0. But the website clearly states that it supports VS 2010.
I read somewhere else that I need to have VS 2008 (msvc 9.0) also installed -- my word. Doing so now.
But I'm guessing that at least part of my problems stem from the homegrown custom build tool specifications. Several websites talk about adding a *.rules file to the build, but I've gathered that this is only applicable to VS 2008. Under "Build Customizations" I see CUDA 3.1 and 3.2, but when I add kernels to the project they aren't built. Another website proclaims that the key is three files: Cuda.props Cuda.xml Cuda.targets, but it doesn't say how or where to add these files -- or rather I'll gamble that I just don't understand the notes referenced in the website.
So does anyone know how to create a simple project in VS 2010 which builds a CUDA kernel -- using either the nSight 1.5 setup or the NvCudaRuntimeApi.v3.2.rules file which ships with the CUDA 3.2 RC?
Thanks in advance! I'd offer a bounty, but I only have 65 points total.
CUDA TOOLKIT 4.0 and later
The build customisations file (installed into the Program Files\MSBuild\Microsoft.Cpp\v4.0\BuildCustomizations directory) "teaches" Visual Studio how to compile and link any .cu files in your project into your application. If you chose to skip installing the customisations, or if you installed VS2010 after CUDA, you can add them later by following the instructions in Program Files\NVIDIA GPU Computing Toolkit\CUDA\v4.0\extras\visual_studio_integration.
Create a new project using the standard MS wizards (e.g. an empty console project)
Implement your host (serial) code in .c or .cpp files
Add the NVIDIA build customisation (right click on the project, Build customizations, tick the relevant CUDA box)
See note 1 if using CUDA 4.0
Implement your wrappers and kernels in .cu files
If you added .cu files before the build customisations, then you'll need to set the type of the .cu files to CUDA C/C++ (right-click on the file, Properties, set Item Type)
Add the CUDA runtime library (right click on the project and choose Properties, then in Linker -> Input add cudart.lib to the Additional Dependencies)
Then just build your project and the .cu files will be compiled to .obj and added to the link automatically
Incidentally I would advocate avoiding cutil if possible, instead roll your own checking. Cutil is not supported by NVIDIA, it's just used to try to keep the examples in the SDK focussed on the actual program and algorithm design and avoid repeating the same things in every example (e.g. command line parsing). If you write your own then you will have much better control and will know what is happening. For example, the cutilSafeCall wrapper calls exit() if the function fails - a real application (as opposed to a sample) should probably handle the failure more elegantly!
NOTE
For CUDA 4.0 only you may need to apply this fix to the build customisations. This patch fixes the following message:
The result "" of evaluating the value "$(CudaBuildTasksPath)" of the "AssemblyFile" attribute in the element is not valid
This answer applies to CUDA 3.2, from 4.0 onwards CUDA supports the VC 10 compiler directly, see other answers for more information
You need either VS 2008 or the 6.1 Windows SDK installed. That's because NSight 1.5 RC or the CUDA 3.2 SDK use the VC 9 compiler under the hood. I've got this working successfully with 2008 installed and am told it should work with the SDK but haven't tried.
With NSight 1.5 and/or the CUDA 3.2 SDK you shouldn't need to muck with any custom build rules. I've been there and it's painful. With the latest builds all that goes away:
Create your VC++ project.
Add a .CU file to it.
Select the project file in the Solution Explorer.
Open Project | Build Customizations...
Check the "CUDA 3.2 (.targets,
.props)" customization.
Select a .CU file in your project and hit Alt-Enter to show it's properties.
Make sure it's Item Type is set to "CUDA C/C++"
It should just build. Let me know if this helps and if you run into problems as this is from memory.
The good news it getting CUDA working with VS 2010 just got much easier.
Ade
BTW: I'll update my blog post.
Another Good tutorial here:
http://www.stevenmarkford.com/installing-nvidia-cuda-with-visual-studio-2010/
if you get an error about '<' note this step (from a previous answer):
If you added .cu files before the build customisations, then you'll need to set the type of the .cu files to CUDA C/C++ (right-click on the file, Properties, set Item Type)
But if you follow their steps, it should work!