The situation is the following: I have the source code of one programm (lets call it programA) (written in C and C++), as well as the CMakeLists.txt and CTestConfig.cmake files. I already installed programA using CMake's graphical user interface and, as it is obvious, it worked. It created the .exe file (I'm working on Windows 7 OS).
The problem is that, right now, I've been asked to edit the program (and so, I must be able to edit the code and degugging it as changes are made). I also need to compile it but not in .exe anymore but in .dll so I can add it to a website we have.
I've read in forums that CMake can compile programA into a .dll if I need to, but as I would need to make some changes I consider that CMake debugging is not as useful and easy as using entirely VS. From the little I know from CMake language, the CMakeLists.txt is mainly used to check the OS of the user as well as adding some libraries in case they are not found.
I have to admit I have no idea in programming CMake directives, as I have been working with ASP.NET, C, C++ and C# mostly. Then, my idea is to try to work only in visual studio 2010 instead of using cmake as well, so once I have the program 'adapted' to VS and can be compiled just using VS, I'm ready to start my job. So the question I have is how can I perform the same task CMake did just using Visual Studio (Is there any way of implementing CMake directives in VS?), can VS compile by receiving as an argument something similar to that CMake.txt file (though it needs to be translated into another language)?
To skip the use of CMake I tried to copy the source code into a new project in VS. However as it does not use the CMake directives when compiling, it gives several errors, most of them related to the fact that some headers.h can't be found (cause they might be in a subfolder). And there are so many subfolders to add the paths to the predefined directories of search that it would take ages.
I'm sorry I can't be more precise in my explanation. I'm good at programming little projects on my own, but it's the first time I have to work on other's programm. Please don't hesitate to ask if anything was not properly understood
I would appreciate a lot any suggestion / advice /guidance you can give.
To make a dll, use add_library command and the SHARED keyword
add_library(mylib SHARED ${files})
this is easy with CMake, don't go back in visual that will be harder at the end
The Good News
Fortunately, cmake can generate VS Projects automaticaly for you (this tutorial s specific for OpenTissue, but Steps 1 to 3 should be the same for you).
The [not so] Bad News
Depending on the complexity of the project, VS Projects automaticaly generated by cmake can get pretty nasty, to the point of illegibility. It will, for example, hard link any library dependencies using the specific paths of your machine, so the project will most certainly not be portable across setups. In any case, that's the intended bahavior, because the primary idea of supporting this generator is simply making it work, thus allowing users to easily compile projects using MSVC, so there's not much you can do here. Nonetheless, it should work in your machine and will certainly be a great starting point for you, just create a project yourself from scratch copying the relevant parts out of the automatic generated version.
Related
This is a fairly general question regarding the Code::Blocks IDE, more specifically, version 20.03. It is fairly simple to create a console application of any kind using this IDE for some purpose. However, based on my experiences, it requires a little more effort to run this file on its own, outside the building environment of the IDE. A solution to this, which can be found online, is adding to Windows environment variables, the path to three DLL files, which come with the software when installed. They are titled as follows:
libgcc_s_seh-1.dll
libstdc++-6.dll
libwinpthread-1.dll
I would simply like to know why these files are required in specific and perhaps what the code they house does, purely for understanding purposes.
I've used C++ for several courses in university but the libraries we used in these courses were quite simple to install. When we came across libraries which required a bit more complex installation, our teachers always provided detailed instructions.
This time I'm doing a project on my own. I have downloaded libraries for my own projects in the past. Sometimes the install was easier, sometimes I had to search for hours to do things most people here would do in 5 minutes.
I did some studying to remember some stuff about the compiling process, what dynamic and static libraries are, etc. I feel I understand the most part but it didn't really help me with my efforts to install some libraries. Some people in Github provide instructions for newbies like me, but others, understandably, don't.
I'm saying a lot so I'll get to the point. I will provide links for the library I'm trying to install but in case I'm not allowed to, please let me know so I can rewrite this in a way that is allowed.
I'm trying to install libccd so I can then install fcl. In the instructions 3 ways are mentioned:
Using Makefile
Using autotools
Using Cmake
In all 3 methods, I see specific commands like this :
First of all, where am I supposed to write these commands?
I don't even know how to search this. So, I tried installing with methods I've previously used.
Here are the steps I took:
Downloaded the whole repository.
Made a solution for Visual Studio with Cmake-gui (that's all I know how to do with Cmake,unfortunately it usually was enough so I never learnt more)
Compiled the code in Release mode, which should give me a lib file.
Now,in my own project, I added the relevant include directories of the repository I downloaded and the library directory for the lib file which was produced.
I'm not sure about my last step. I'm pretty sure if I did the installation as proposed in the link(and as required by fcl), I would have a new folder for the library including just an include folder and a lib folder. Now I'm just searching for the correct include files and the lib file in subfolders of subfolders hoping I include the right ones. I'm a bit lost.
I'd really like some general steps(if there are) to installing a library. I know each library has its own ways but I assume the general idea with Cmake or Makefile should be the same. I have tried searching online but I didn't come across a good or detailed enough tutorial. I really don't wanna waste any more days trying to install libraries and I don't want to end up asking here again.
UPDATE:
It looks like there is no standard way to install libraries. Since I'm getting 'close votes' I'll include a specific question:
Are the steps I took correct? What should I do next?
I'm trying to install libccd so I can then install fcl. In the instructions 3 ways are mentioned:
Using Makefile
Using autotools
Using Cmake
In all 3 methods, I see specific commands like this :
First of all, where am I supposed to write these commands?
These instructions are for a UNIX-like system. Makefiles, autotools... these are UNIX things. You'd typically write those build commands into a console window on something like Linux or a Mac.
CMake is a bit more cross-platform. You can find out how to invoke CMake on other SO questions.
You can get Makefiles and such to work on Windows, using projects like Cygwin and MSYS. I'd generally recommend you avoid that unless you really need it.
I'm not sure about my last step. I'm pretty sure if I did the installation as proposed in the link(and as required by fcl), I would have a new folder for the library including just an include folder and a lib folder. Now I'm just searching for the correct include files and the lib file in subfolders of subfolders hoping I include the right ones. I'm a bit lost.
This is where no "general" advice exists. Different authors put their output in different places. If their instructions didn't include this information, you're already doing the right thing. If you get really stuck, you can always just ask them.
I'd really like some general steps(if there are) to installing a library.
No such thing exists, but where these industry-standard tools are involved, you can usually go on general documentation for those tools, or from memory.
I also suggest you shop around for a general book on programming, as general principles should be covered in any good one of those.
I am developing a project on C++ which relies on many of third-party libraries (*.lib files and *.h files). I store these libraries in a folder which is not dependant to project, like C:/thirdpartylib. Relative paths is not an option, since it becomes way too long. I have defined connections to libraries in linker setting and in general C++ settings.
But when I pass the project to supervisor he has to reset all paths to libraries to match his environment. We use git, and the project file is being tracked. He stores thirdparty libraries in another way than me.
Is there any way to make a project more portable? Maybe it is possible to store paths in some sort of config files?
As #gaurav says, the way to deal with this in Visual Studio is with property sheets. It's unfortunate that this term is used for two different things in VS, but I guess they just ran out of names (spoiler alert).
These are very powerful, once you learn how they work, and they're just what you need here because they let you define macros, and these macros can in turn be used in the rest of your project to refer to the (volatile) location of your various libraries. This is a trick that everyone who uses VS should know, but it seems that a lot of people don't.
I don't think it's worth me trying to walk you through the mechanics of setting one up here because Microsoft already document it in the Visual Studio help file. Suffice to say, you do it in the Property Manager, that should help you track down the relevant information.
There is also an excellent blog post here which I recommend you read before you do anything else:
http://www.dorodnic.com/blog/2014/03/20/visual-studio-macros/
It's also on Wayback Machine here:
https://web.archive.org/web/20171203113027/http://www.dorodnic.com/blog/2014/03/20/visual-studio-macros/
OK, so now we know how to define a macro, what can we do with it?
Well, that's actually the easy part. If we have a macro called, say, FOO, then wherever we want to expand that macro in some project setting or other we can just use $(FOO). There's also a bunch of macros built into the IDE as listed here:
https://msdn.microsoft.com/en-us/library/c02as0cs.aspx
So, you, I imagine, will want to define macros for the include and lib directories for each of your external libraries and you can then use these to replace the hard-coded paths you are currently using in your project.
And that, I reckon, should sort you out, because the definitions of the macros themselves are stored in a separate file, external to your project file, and different users / build machines can use different files. IIRC, these have extension .props.
Also, you can define a macro in terms of another macro or macros, and that makes the job easier still.
So, who still thinks that Microsoft don't know how to create a build system? Visual Studio is a fantastic piece of software once you get used to it, there's just a bit of a learning curve.
The way to go for large project is to use a package manager. There are some good options out there. Perhaps in windows and visual studio you can use vcpkg or NuGet unmanaged.
If you cannot use a package manager for some reason, the next thing to do is to commit all the dependencies to the GIT repo. If you only target windows platforms like windows 8 or 10 and want to support only VS2017 then committing the compiled dependencies is not a problem. The downside is that the repo will become huge.
For a tiny school project the latter option is viable.
Question:
Once my code is working how should I prepare my files so that a stranger on a different computer can compile it without difficulty?
Additional Details:
I am sending a code sample to a company as part of an application so obviously an elegant solution would be better (i.e. minimise number of files required etc) and no work should be necessary by the stranger at the other end.
Although I am only using one simple library, even so I need to set include directories, include lib files, images, dll files etc so that it all compiles correctly.
If it matters, I am using Visual Studio 2015 and the simple library is SDL.
Sorry if this is a duplicate, I was sure that this question would have been asked before but if it exists I just don't know the correct terminology to find it amongst the noise.
Apologies if this is overly simplistic, but you might want to bound the scope of your project by deciding which computers you want to support, and build your code yourself on those platforms, in advance, just to be sure.
List the supported platforms in your release notes, including any platform-specific instructions or information (which VC++ versions, which C++ versions, which OS versions, which DLLs, directory structure, etc.).
You may have to stick some "#ifdef"s and such in your code, but only by building on a particular platform/configuration will you really know for sure.
You can use properties/props files in your VS solution which sets the paths to includes and precompiled libs, then reference the build variables in your project files.
To compile on another machine, you just need to change the values in the properties files.
I'm lost here and I have no clue how to proceed. This is not a question about how to make my program work, this is a question about how to stop wasting my time.
My programming environment is Visual Studio 2013 on windows, in C++.
I use 3 libraries extensively, namely: boost (using dynamic linking), OpenCV, and Qt.
During the development, I have configured VS to look at those 3 libraries by default for include and .lib. I have also added the 3 folders containing all the dlls to my PATH environment variable.
It works, but it is sometime painful, let me explain you when.
First hassle: Anytime I have a LNK error telling me I miss a function, it is usually on OpenCV since it has only one include file referencing all the functions. I have to look at OpenCV's source code to see what module this function belongs to and to know what I must link my program to.
Second Hassle: When comes the time to deploy my application, I have to ship it with all the relevant dlls. To know which one I need, I open dependency walker and try to forget nothing, I have then to test it on a different computer because 102% of the time I have missed a couple, and then I have to configure my Installer generator to include all those one by one.
Third Hassle: To ease a little bit the process of configuring a new development machine, I have recently switched to NuGet. It is great, I add boost with a couple of clicks to any project. But now my boost DLLs are everywhere, I have one folder per boost library, and since there are dozens of those I can't even add them all at once to my PATH now, so I have to move them manually to the appropriate folder, and that is really not what I want to do with my not-so-precious-but-who-are-you-to-judge time
I have looked around and couldn't find any good practice regarding this issue, maybe because they are too obvious, or too specific to a particular setup.
How do you do? How would you do if you were me?
We put all our external dependencies in version control along with the code. This ensures that all code can build "out of the box" on any of our development machines and also ensures that for any given version of the code, we know exactly which dependencies is has.
The best way to check for missing dependencies is how have a good automated test suite, if you've got comprehensive converge then if your tests pass you must have deployed the required libraries.
In terms of linking to the appropriate libraries, unfortunately, that just sounds like an issue with the structure of OpenCV (I'm not familiar with OpenCV). I tend to use dumpbin under Windows and nm under Linux to easily grep for symbols when I get link errors with an unfamiliar library.