visual c++ include folders, libraries, etc - c++

I'm an engineer, not a strong programmer. I'm writing some simulations using openGL and freeglut. I develop on my computer at home or at school or work so I need to keep everything contained. Typically I've gotten things to work by placing needed libraries in my solution folder and linking to them in the project properties. Any header files I've also put in the solution folder (or subfolder if already defined e.g. GL/freeglut.h). Then in my source files I use a command like #include "GL/freeglut.h" with quotes. In my most recent project I'm having problems with another set of headers that deal with hardware that have classes with the same name. It is my understanding that if you keep your headers in separate folders and be careful with namespaces there shouldn't be a problem. I can also configure additional include folders for the project then I use a command like #include <GL/freeglut.h>. What is the best way to set all of this up?

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Change include paths

I have a C++ solution that uses several external libraries. For that to work, the compiler needs to be able to find all the header files. Currently this works by hard-coding the header locations into the various project files. But since the headers are installed in a different location on each computer, that means the project will only build on one machine.
What is the "correct" way to deal with this problem?
I feel like there should be a way to define which libraries each project needs, and then a separate file somewhere that says where those libraries are on this particular machine. But I don't know if MSBuild has anything remotely like that.
(Obviously, as well as the header files, we have exactly the same problem with the linker needing to find the object code to link in.)
It seems you can in fact fix this using environment variables. Either through the Visual Studio user interface itself, or just by editing the *.vcxproj file in a text editor, edit the include path from
D:\Libraries\Boost\32bit\include;D:\Libraries\GTest\32bit\include
to instead be something like
$(BOOST_ROOT)\include;$(GTEST_ROOT)\include
Now the project builds on any machine where the environment variable %BOOST_ROOT% is set to the right folder path. (And likewise for %GTEST_ROOT%.)

How to link and built a project when your external SDK only has .dll, .lib, .h files

I have an external SDK that only contains a .dll, .lib, and .h files. I'm trying to use the SDK. Nothing in the dll is readable, but the .h files have some comments about the methods.
I'm not very c++ savvy. I assume I need to load the library, then read from the dll using the methods that are defined in the .h files. Correct?
I need to know how to write a cpp project where I can link all these files, read the dll, and be able to use the methods that are defined in the sdk.
Is there a test project with the project setup where I can see how this can be done?
Any help would be appreciated.
There's several ways to achieve this, including a shortcut method using #pragma that I'm not going to recommend in case it leads you to develop poor habits.
Similarly, you can use Property Sheets, but that may seem a bit overwhelming to start with. So I'm going to give you the standard middle-of-the-road approach...
In your project settings (Alt-F7 or Project > Properties...), you need to set these options:
C/C++ > General > Additional Include Directories
Add the folder you want to be searched when using the #include directive. Without complicating this with personal preference and style considerations, just set this to the directory where the SDK's header file lives.
You can use absolute or relative paths, environment variables. Whatever. I suggest for now you just use absolute path.
Linker > General > Additional Library Directories
Same as above, but this is where the .lib file resides.
Linker > Input > Additional Dependencies
This is the name of your lib file.
Now, if you #include the SDK's header file in your project's source and compile, it should hopefully work. And the linking step should also succeed.
If not, there may be extra things you need to make the SDK play nice (such as preprocessor definitions, compiler settings, or additional dependencies).
The last thing you need to worry about is that running your program might fail because the DLL cannot be found, unless it lives in a specific place that Windows searches. Rather than mess with DLL search paths etc, you can use a Post-Build Event to copy the DLL to the same directory where your executable was built.
Still, in the project properties:
Build Events > Post-Build Event
Add a command line something like:
copy "\Path\To\MySDK\MySDK.dll" "$(OutDir)\"
Now you should be all set to go, and not have to think about it again!

Good practices when adding downloaded c++ source code to my project

I am trying to use gnuplot++, but this is really a more general question about downloaded source code. I have downloaded the gnuplot++ source code and it consists of multiple .h and .cc files. I would like to use it in othercopy projects in the future so I am reluctant to add all the files into my project directory.
From what I understand gcc will look in /usr/local/include for header files, so I have put the code there for now. But what is the best way to compile and link the code?
Should I use the makefile to include the directory of the source code?
Should I keep it somewhere easy to find like /usr/local/include?
How do I know the best way to compile the code in gnuplot++?
Typically, if the project itself doesn't come with install instructions, I usually add it somewhere "public", e.g. /usr/local/project/{lib,include,src,...} where "project" in this case would be gnuplot++.
In this case, there doesn't appear to be any support for building this into a library, which makes it a little more awkward, as you need the sources included in your project itself. I'd still keep those sources separate, but you may prefer to just put them into a separate directory within the project [or spend an hour or three making a library of it].
For general practice, yes, keep the source for gnuplot++ (or any other similar 3rd-party project) separate from your own application source code. This makes it much easier to manage updates to the 3rd party projects, etc.
Yes, I would use the makefile for your application to also include the path to the headers for gnuplot++ and I would not copy those files directly into /usr/local/include. Instead, I would consider a couple options: do nothing and point your include path in your makefile to the gnuplot++ directory, or put symbolic links in /usr/local/include to point to the gnuplot++ files.
As for the best way to compile gnuplot++, I would have to look at gnuplot++ myself and see what it has to say, perhaps in a README file or similar.
In general, when using third-party libraries, you build and install those libraries according to the installation description that comes with the downloaded source.
If there is no installation guideline, it is typically a set of steps like
./configure
make
make install
Then it is the responsibility of the library to ensure the relevant headers and library files are easily locatable for use in your project.
gnuplot++ is an exception here, because it does not seem to come with its own build structure.
The best advice in cases such as this is to put the source from gnuplot++ in a directory within your project (possibly parallel to your own sources) and include the files in your own build setup.

Separate "include" and "src" folders for application-level code? [closed]

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This questions concerns mostly Unix/Linux style C++ development. I see that many C++ libraries store their header files in a "include" folder and source files in an "src" folder. For the sake of conformance I adopted this in my own code. But it is not clear to me whether this should be done for application code as well. I've seen a few cases where a flat directory structure is used for that. What would be the recommended approach?
I also separate them, but not strictly on the extension, but on the access of the file.
Suppose you have a module that manages customer information and uses 2 classes to do this: Customer, CustomerValidityChecker.
Also suppose that other parts in your application only need to know about the Customer class, and that the CustomerValidityChecker is only used by the Customer class to perform some checking.
Based on these assumptions I store the files like this:
Public folder (or include folder):
customer.h
Private folder (or source folder):
customer.cpp
customervaliditychecker.h
customervaliditychecker.cpp
That way, it becomes immediately clear for callers of your module which parts are accessible (public) and which parts aren't.
We have a build system that auto-generates our makefiles. One thing it does is recursively descend any subdirectories and build them as libraries, linking them together with the main directory's objects to make the application. (In practice, these "subdirectories" are usually symbolic links.) Libraries are static unless the directory name ends in ".so". One thing that's nice about this is that a full build of our system, which has many executables, doesn't have to repeatedly compile the common libraries.
However, as a result of this, there's no separation of headers and sources. And it has never been a problem. Honestly, I think it's better this way because headers and source files have commonality of location, and you can grab a directory and know you got everything you need to use it. It also works great with Subversion's "externals" feature, and similar features in other VCSs.
One last place where an include/src separation fails is if you use any code generators, such as flex, bison, or gengetopts. Figuring out where these tools should put their outputs so they get built is tricky if you've spread things out.
It makes sense to separate them for shared libraries because they may be distributed in a compiled form without the source. I've seen projects that separate out "public" headers (headers that may be accessed from code outside your project or library) while leaving "private" headers and source files in the same directory. I think it's good to use a consistent approach whether you're writing shared library or application level code because you never know when you may want to turn something that you've written at the application level into a lower level library that is shared by multiple projects.
A lot depends on the size of project involved. Up to a few dozen files or so, keeping them in one directory tends to be more convenient. For a bigger application that includes hundreds or thousands of files, you start to look for ways to separate them (though in the projects I've worked on, it was done more on functional lines than src/include). In between those, it's probably open to question.
I don't do this; there seems little advantage in it. Since headers tend to have a different extension from source files, you can have your editor show them separately if you really feel the need -- Visual Studio does this by default, but I disable it since I prefer seeing them together
Bottom Line: sources and headers that are still changing go in /src. Code that has crystallised should go in /lib & /include (actually you could keep all .libs and their .hs in /lib).
Keep own sources and headers together, provided they are (a) specific to this project or (b) have not yet been factored out as a shared library.
Once certain sources in the main project have been factored out as a (relatively stable) library, place the .a or .lib into /lib, and its public interface header into /include.
All third party libraries and their public interface headers also go into /lib & /include.
As others note, it is often more compatible for tools / IDEs to access .h/.c from one folder. But from an organisational view it can be useful to separate changing local code from stable lib code.
There is no clear advantage to either in my view. I finally decided to keep program and header files together because my editor (Visual SlickEdit) happens to provide additional referential features when they are not separated.
I almost always create include and src folders to split up my source code. I think it makes the folder less cluttered and files are easier to find in my IDE. But I think this is just a matter of taste.
Either method is valid. It depends on the coding style you want to follow how you do this.
I place include (header) and source files in the same directory (folder). I create different folders for different themes. I get frustrated when trying to find header files (while debugging and also for researching). In some shops, there are only two folders: source and includes. These directories tend to grow exponentially. Reusing code becomes a nightmare at best.
IMHO, I believe organizing by theme is better. Each theme folder should build into at least one library. Different projects can easily include the themes by searching or including the folders. The projects only need to include the libraries. Smart build engines can list the theme folders as dependencies. This speeds up the build process.
The theme organization also adds a bit of safety to the project. Accidental damage to files (such as removing the wrong ones or replacing with different versions) is reduced since files are located in different directories. Deletion of files in the "Person" folder will not affect files in the "Shape" folder.
This is just my opinion, Your Mileage May Vary.
We have a build system which use this rule. This build system is sconspiracy a set of scripts to configure SCons and dedicated to the C++ world. You can see an example which use this tools : fw4spl

Source file organisation

I am having a bit of trouble organising my source files.
I have my own small, but growing collection of code that I would like to use in various projects. The file and folder layout is something like this:
library\sub1\source.h
library\sub1\source.cpp
library\sub2\source.h
library\sub2\source.cpp
One of my problems is that I want to include this code, as needed, in my other projects. To date I have used absolute paths to point to the libary code, but there must be a better way.
Futhermore, I need to add every library file I use to a project's files Visual Studio in order for it to compile correctly.
So my question in short is how do I fix this? What is the proper/best way to handle the above situation.
You shouldn't, in general, add source files from libraries directly to other projects. Compile them separatly as a library and use those.
For organising the library's directory structure itself, right now I settled on something like the following structure
library1/widget.h
library1/private/onlyinlib.h
library1/private/widget.cpp
(and if applicable)
library1/private/resources/widget.jpg
library1/private/project/widget.xcode
I put all headers directly in the library path, and have a subfolder private which will contain everything that's only used by the library, but should never be shared / exposed.
The greatest advantage is that every project I start only needs a include path pointing at the directory containing my libraries, then every (public) include is done like
#include "library1/widget.h"
private includes are simply
#include "onlyinlib.h"
This has a number of advantages:
If new libraries are introduced, there's no messing with project /compiler settings to get the headers 'visible'.
Moving to other compilers / platforms is also very little hassle.
The headers are automatically 'namespaced', i.e. by including part of the path too, it's next to impossible to get a nameclash with the includes
It's immediatly obvious where a header comes from, and if a header is part of the public interface or not
I don't think that there's a proper way to do this - it's going to depend on exactly what you are trying to achieve.
Here's some things you might not be aware of:
You can use relative paths in your projects.
You can use environment variables in paths.
You can add directories to Visual Studio's search rules.
This gives you a little more control over where you put the include files and if you add your folders to Visual Studio's search rules you don't have to include any paths at all.
If you must include third-party code instead of just linking with a pre-compiled version (e.g., perhaps you need to make modifications or tweaks to it), consider branching it in whatever you use for source-control:
/trunk/... --- your code goes here
/thirdparty --- pristine copies of third-party libraries go here
/thirdparty/lib1
/thirdparty/lib2
etc.
/trunk/lib1 --- branched from: /thirdparty/lib1, perhaps with local changes
this is the version that you build/link with.
Assuming you use a decent source-control system, this scheme will allow you to easily upgrade to newer versions of third-party libraries and then merge those changes with the changes you've made locally.
For example, suppose "lib1" releases a new version:
Commit the change to /thirdparty/lib1.
Merge from /thirdparty/lib1 to /trunk/lib1
Fix any merge conflicts.
This is, IMO, the only sane way to handle upgrading third-party libraries to which you've made local modifications.
First: Add all used directorys to your project include paths. Add them as relative paths if possible.
Second: You must add all used librarys/source files to your project. This can be either done in the project explorer, or in the Project->Linker tab. In the latter case, you'll have to add the used directories to the projects library paths as well.
Usually its not a good idea to use paths in #include directives.