I'm trying to work on a project that uses C++, SDL2 (libsdl2), and SDL2_mixer (libsdl2-mixer) libraries.
I already downloaded and installed the Eclipse Luna CDT from the marketplace and successfully opened the project. However, how do I install the other two libraries? I have them downloaded but am unsure on where to begin. Thank you!
I'm using a Windows 7 laptop with Eclipse Luna and the project is a cloned repository from Github.
This tutorial covers setting up an SDL 2.0 project in Eclipse on Windows. It isn't the same Eclipse release but it should be almost if not exactly the same process.
http://zamma.co.uk/setup-sdl2-eclipse-windows/
The extra library, SDL2_mixer, should be installed in the same location as the SDL2 and linked in the same way.
Also, make sure to have any dll's in the runtime exe directory for both SDL2 and any additional SDL libraries.
Related
I installing Qt open source framework in my window 10 pc. I already downloaded Mingw compiler and installed it to write C/C++. Now I wanna learn QT framework. I using Qt online installer. I choice to download custom compoment. Do I need to selet mingw component to download if i had already installed?
Note that there's not just one MinGW distribution and version out there. You can check out the exact supported version per Qt release at https://wiki.qt.io/MinGW .
Anyhow, if you install the pre-built Qt binaries via the online installer, the matching MinGW version will automatically be installed for you, and will be registered in Qt Creator so that things just work. There is actually no official way to prevent this.
I have a project written in c++ using codelite IDE.
I compiled it windows, Ubuntu and Fedora successfully an I created installers for all of them (for Ubuntu a .deb package and for Fedora a .rpm package).
Recently, I could compile it in my macOS (10.14) an it works perfectly, and want to create a package in macOS (.app or .pkg).
It should be noted that my software has a lot of dependencies such as OpenGL frameworks and wxWidgets libraries and many libraries which I installed through brew and Xcode.
As mentioned my project is in codelite which does not generate a framework or .app package.
What should I do in this step?
Creating a .app bundle on the Mac is a relatively complex process - amongst other things, it has to be signed and notarised, and to do that you need to enroll in Apple's developer program ($99 per year).
So, because of that, I'd recommend creating an Xcode project to to the job. Once you have that, all the steps are automated. You will also be in a position to submit your app to the App Store, should you wish to.
A good way to build installer packages is to use Stephan Sudré's Packages application, which you can get here:
http://s.sudre.free.fr/Software/Packages/about.html
Don't worry that it isn't signed - it's perfectly safe.
I'm trying to use the Stanford CS106B C++ libraries, like simpio.h and genlib.h. I'm using XCode 4 (this is a beta version btw) and Mac OS X 10.6. I installed the libraries, but they don't seem to be showing up when I try to create a new project in XCode. Is there something different I should be doing with XCode 4 to get these libraries in?
There's probably a pretty basic solution to this problem, and if it were just a matter of frameworks in iOS, I could definitely get that to work with this version of XCode, but I've not really done this with C++ and XCode before, so I'm stuck.
Update on 7/20/11
I found a link to download the Xcode 2.5 tools as well as Xcode 3.0, both of which are described in the handout. I'm downloading both of them now. Does anyone know if Xcode 3.0 and 4.2 will run fine on the same machine?
Yes, multiple versions of Xcode work fine together. During the install, after the "Select a Destination" screen, you see a screen with the packages that will be installed. Click "Developer" folder to change to a custom location for each different Xcode version. The other tools (system and UNIX) cannot be moved.
After you have Xcode installed, just install your libraries in the usr/lib folder under your custom Xcode folder, and you should be good to go.
I have a C++ app/project under Linux Eclipse. I started porting to Mac OS X. I use 4 cross-platform C/C++ libraries such as OpenCV, OpenAL Boost etc.
First I installed C++ and Eclipse for Mac. When I opened the project in eclipse it did not find any of my Linux includes. When I opened the code in xcode it solved some - for example OpenAL.
Where does Xcode look for libraries and headers?
Off the top of my head I'd say try the following locations:
/System/Library/Frameworks
/System/Library/CoreServices
/Developer/SDKs
Probably in the first option.
For Xcode 6.4 and the OSX 10.10 SDK, look here:
/Applications/Xcode/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.10.sdk/System/Library/Frameworks
Then expand the OpenAL.framework and double click on the Headers folder.
I am trying to get started on opengl programming from the videotutorialsrock.com site.
It wants me to install GLUT and the OpenGL SDK. I was able to download GLUT successfully but the link he has on this page
http://www.videotutorialsrock.com/opengl_tutorial/get_opengl_setup_windows/text.php
does not work on my 64 bit Windows 7 install.
I tried going to the OpenGL page and did not find a download.
I am not very familiar with OpenGL just yet so I am hesitant to just download some OpenGL library and go from there.
What should I download?
The .DLL will already be installed as part of Windows
The .LIB file can be found in the Windows Platform SDK ( http://www.microsoft.com/downloads/details.aspx?FamilyId=484269E2-3B89-47E3-8EB7-1F2BE6D7123A&displaylang=en )
If you're using MinGW instead of Visual Studio, the .a (.lib equivalent) should have been installed with the rest of MinGW.
The following blog post may also prove helpful:
http://www.microsoft.com/downloads/details.aspx?FamilyId=484269E2-3B89-47E3-8EB7-1F2BE6D7123A&displaylang=en
You don't need to install OpenGL, it's part of Windows. For GLUT just get the source code of freeglut and compile it as a 64bit lib.