Webstorm external libraries explanation - webstorm

I read this page that explains what external libraries in Webstorm are, but I still have more questions: https://www.jetbrains.com/webstorm/help/configuring-javascript-libraries.html
Are external libraries only for code completion and help in production?
Can they be used to link libraries for example in index.html? (Probably not, because they are not found in the project folder).
I guess my question is what are the external libraries for, other than what I said in the beginning?

Javascript libraries configured in Settings/Languages&Frameworks/javaScript/Libraries (and shown as external libraries in the Project window) have absolutely nothing to do with references in your <script> tag. The former are used by IDE for code completion/navigation/error highlighting, the latter are used by browser in runtime. The browser knows nothing about javascript libraries configured in IDE, the IDE doesn't use <script> references in your HTML files.
Let me try to clear the things up:
What libraries are supposed to be used for: by default, completion works for all JavaScript files located under your project root. So, if you do already have the library .js files in your project structure, it's enough to get the completion. If they are missing, and you don't like to clatter your project with all these files, you can store them externally (outside of your project) and configure them as libraries to make them available to WebStorm. Note also that libraries are 'light-weight' as compared to .js files in your project - they are treated as read-only and have inspections turned off. Plus, you can assign documentation URLs to them, enabling external documentation for library code. So, even if you have your library files in your project, it might make sense to add them as libraries
So, to summarize:
library files placed next to your sources files in the project
structure are available to both WebStorm and browser, whether or not
they are added to javascript libraries in Settings
online library referenced via CDN link in your HTML is available to
the browser at runtime, but can't be used for completion in the
IDE
a library files placed outside of the project and configured as
javascript libraries will be available to WebStorm for completion,
but won't be loaded by a browser

Related

My project can't find its libraries when run manually from the terminal

I'm creating a library for the first time. So far it's working from the IDE (Qt Creator), but not from the terminal when I run its testing program manually.
There are two parts to my project, the library, and the sandbox for testing it. I've created a project in Qt Creator that includes two subprojects (one to build the lib, and one to build the tester) and both compile without errors. When I run the sandbox from the IDE the library is dynamically linked to the sandbox, the function greeting() is loaded in from it, then called, and prints "Welcome to the library!" to std::cout. However, if I open the build folder in the terminal and run the sandbox directly using ./sandbox I get:
./sandbox: error while loading shared libraries: libengine.so.1: cannot open shared object file: No such file or directory
I took this to mean that I needed to properly install my custom library, libengine.so.1. When I looked up how to do that I found that I just needed to copy the library files in to either, /usr/lib or /usr/local/lib, but neither of those worked and I'm still getting the above error. In the past, that simple solution did work for me when compiling a 3rd party library (SDL, I think) and I don't know what I'm missing that would mean it wouldn't work now. So far I haven't yet found any more detailed information and I don't know what I'm doing wrong or have missed.
How do I make my sandbox program see its companion library when I run it directly from the command line?
NOTE: I'm specifically asking about Linux/Ubuntu. If I later run into problems under Windows I'll be back. :-)
Short Answer
I ran in to multiple problems all at once.
First problem: Broken symbolic links (they're like shortcuts in Windows).
Second: My lib needed to be copied in to a different system directory than is generally recommended.
Third: Qt Creator and QMake made passing custom linker options difficult.
The Details
When Qt Creator compiles my library it automatically creates three symbolic links to it with different layouts of the version numbers.
> ll
lib-engine.so -> lib-engine.so.0.1.0
lib-engine.so.0 -> lib-engine.so.0.1.0
lib-engine.so.0.1 -> lib-engine.so.0.1.0
lib-engine.so.0.1.0 (original library file)
For some reason (I don't know why) each time I moved the links in to a system directory like usr/local/lib the links would break. I didn't notice this at first, or even think to check, because that's never happened to me before. Moving a link has always worked in the past. To get around this I just manually created the links within the directories they would reside in.
Broken links aside, putting the library in to usr/local/lib still didn't work, but usr/lib and /usr/lib/x86_64-linux-gnu (recommended in the blog linked below) did work!
Those fixes actually came after a different fix I looked in to after reading this blog and this article it linked to.
There it said to add -Wl,-rpath,'$ORIGIN/lib' to the gcc build options to embed a library search path in to the application itself. This set of options would allow me to put my library files where ever I wanted (specifically, in a directory called /lib in the application's working directory).
Unfortunately, that had two problems of its own. First, Qt Creator doesn't (from what I can tell) allow you to specify custom build options for individual subprojects through the GUI, so I had to figure out how to add linker options using the project file, assuming that was possible, which it was.
Second, QMake messed up the gcc options, embedding in to my application Library rpath: [RIGIN/lib] instead of Library rpath: [lib] like it's supposed to.
In the end, changing the proposed linker options of...
-Wl,-rpath,'$ORIGIN/lib'
... to the following QMake project file line...
QMAKE_LFLAGS += -Wl,-rpath,'lib'
... work out nicely. Using both fixes I can now either install my library on my system or put it in to a /lib folder and the program will run.

VS 2017 C++ static lib compiled with /MD project dependency issue

I'm a unix backend dev that has a small roll in maintaining a visual studio project. The vast majority of my code runs on Linux, with a small Windows footprint. There is a proprietary project-specific rule in play here that states all system dependencies must be dynamically linked, but all other dependencies not already installed on the systems, which I thankfully don't control, must be static. In other words, I can use boost, poco, mysql++, zeromq, etc, but those have to be linked statically. I also can't create my own DLLs. My Linux brain is guessing that rule is my Windows problem.
I have a large static library as part of the projects with lots of common code linked into other programs. That static library is compiled /MD, which appears to be what I have to do on Windows to dynamically link system libraries. However, I need that library linked into other programs statically. When I add a reference to the library in VS 2017 to other projects, nothing happens and the symbols aren't resolved and I get lots of link errors. To fix that, I hard-coded my library into the various other projects via Linker->Input->Additional Dependencies and that "works" after a fashion, the code links and runs but VS doesn't resolve the static library dependency. While I can go forward with this solution, it's hardly ideal. Rebuilding the solution always results in failure (or links in old code into a new build) because the big static library always takes the longest and none of the other projects know to wait for that build to complete. The workaround is to build the static library first, then build the entire project.
Does anyone better versed in Visual Studio know the best way to proceed?
Can someone help me understand why this got down-voted? This isn't a troll and I'm hardly a student trying to get someone to do my homework, it's a real problem I'm trying to figure out in a professional setting. I thought that was the whole point to stackoverflow?
So this was something simple. When I went to add the reference I didn't actually click on the check box. Robert Andrzejuk's second comment helped, I had read that before but didn't notice the little check box the first time.
On the add a reference page (right click project in solution browser, Add->References...), the check box next to the item has to be selected.
Add reference widget

Resolving/publishing C/C++ dependencies with Gradle and Artifactory?

I want to ease adoption of dependency management in my organization, and it does not seem to be as easy of a task with C/C++ as it is with Java.
I want to use an internal Artifactory repository (Maven, Ivy, Gradle or whatever is suitable) to essentially be able to download and publish external libraries which have been precompiled to then statically link them (catch: we are using a custom compiler for an embedded platform)
I have read what it seems to be the basic guide from Gradle's website, however there is no mention of external repositories:
https://docs.gradle.org/current/userguide/native_software.html
http://gradle.monochromeroad.com/docs/userguide/nativeBinaries.html
These two threads seem to touch on the subject, but I'm confused as to where the linking is happening and in what order:
https://discuss.gradle.org/t/external-dependencies-in-cpp-projects/7135
https://discuss.gradle.org/t/right-way-to-copy-contents-from-dependency-archives/7449
So far I cannot wrap my mind around some of the closures/syntax and correct usage of stuff like "configurations", "dependencies", "repositories" because they seem to be used in different ways.
With all that said, what would be a minimal example to get the following done?:
Go to Artifactory
Fetch a dependency (let's assume it is a .a or .o file)
Put that individual dependency in a specific location within the project
Build (specifying the linking order and compiler)

How can you Call a method from a diffrent Project, both in C++?

I'm normally working in c# so certain things in c++ keep confusing me alot (they seem so diffrent yet the names almost the same)
I created a Console project in which i want to run a diffrent project for testing purposes. i added the project as a reference to the console app, and then got kinda stuck.
there is no namespace in the projects, so i can't do a using and if i try to include the other file, it cannot find it (and i want to avoid being unable to debug through it all).
the code for the class can be found here(ignore the c# part), the console is just a standard console with nothing in it yet.
Yeah, C++ doesn't have the notion of assemblies that exists in C# and .NET. It makes tasks like this slightly more difficult, a virtue of the fact that C++ compiles directly to native code.
Instead, you'll generally #include the necessary header files (*.h) at the top of your code file, and instruct the linker to link to the appropriate .lib file(s). Do that by going to your project's Properties, selecting Linker -> Input, and adding the file to the "Additional Dependencies" section.
As an alternative to linking to the .lib file, you can use Visual Studio to add a reference to the other project, if it's part of the same solution. Microsoft has a walk-through on creating and using a dynamic link library in C++ that might be worth a read.
I'll assume you're using Visual Studios:-). You have to tell
the compiler where to look for its includes. Under Visual
Studios, open the properties page for the project, then go to
Configuration Properties->C/C++->General, and add the necessary
directories in the entry Additional Include Directories. (If
the other project is in the same solution, use a relative path.
But I think the dialog box that pops up when you click on the
button on the right does this automatically. I'm not a great
fan of all this GUI stuff in general, but Microsoft seems to
have done this particular part quite well.)
Once you've done this, you might have to go through a similar
process for linking: this time it's under Configuration
Properties->Linker->General, and the entry is called Additional
Library Directories, but the principle is the same. (This may
not be necessary, if you're putting all of the dll's and
executables in the project in the same directory.)

How would I inform an isolated application of the location of dependent DLLs?

I have a couple of isolated applications that I am writing that all rely on dlls that are also written by myself and team. Things were fine when we only had a few dlls but not the build output directory is getting rather cluttered and hard to navigate. I would ultimately like to have the output build directory contain the following structure:
$(OutDir)
--(Application.exe)
--(Application.exe)
--Libs Folder
--(LibA.dll)
--(LibB.dll)
(etc)
Is there a way to have the applications look in the "Libs Folder" for these libraries at runtime using something like the manifest files?
Dynamic-Link Library Search Order describes what possibiites you have to modify the search path. It describes the search order and mentions manifests and the SetDllDirectory() function as possibilities of changing the search order.
While SetDllDirectory looks promising, it only will reliably work if you dynamically load your DLLs, which you don't do from what I understand.
Now, as to using manifests: Application Configuration Files talks about a privatePath attribute that can be used to [specify] the relative paths of subdirectories of the application's base directory that might contain assemblies. It sound to me as if it's only supposed to work for side-by-side assemblies but you may want to give it a try.
I will readily admit I have never bothered with manifests (except for what you need to know in VS 2005 to get anything running at all) and I would recommend to skip the idea of the library subdirectories for implicitly loaded DLLs and put them in the app directory and be done with it. For explicitly (dynamically) loaded DLLs, you can just deduce their full path from your executable path and supply that to LoadLibrary() and don't need to bother with the search path either.