openGL glx.h missing form xcode 4 mac lion - c++

I'm trying to setup an example project, which uses GLSDK . I set it up with premake, (setting the projects base sdk to 10.6 since I'm on xcode 4) but when I try to compile I get "GL/gl.h not found" from the example files.
So I manually add the opengl framework and change GL/gl.h to OpenGl/gl.h and it works, but then I get the same error for a different line , and now I realize that header doesn't exist in the opengl framework, even though it should.
I can see it getting reference in other programs and i see it example code all the time. But for some reason it doesn't exist on my computer?
Or am I missing something like I usually do. Just for reference I'm tying to set up the example projects here and I'm certain my screwing something up.

http://support.apple.com/kb/HT5293
If you install XQuartz you get X11 which has glx.h

Related

Problems with OpenCL (opencl.dll, AMD APP SDK, cl.h)

I'm trying to work with OpenCL in Visual Studio and here's what's bothering me:
I have an ATI graphic card and so I downloaded AMD APP SDK, the latest version 3.1, and wanted to start developing on some example but got stuck because there was no "cl.h" nor CL folder for that matter in that SDK. I found that very strange, since in all the examples Ive seen the include was: #include . Then I downloaded an older version, I think its 2.7., and there was CL folder with cl.h file as well. I then also made sure all the library dependencies and include directories are set in the project properties and when i tried to run an existing OpenCL project there were no errors reported. However, when the program started it crashed because it was saying that "OpenCL.dll is missing". I looked in the SDK folder for the file and it wasnt there. I then downloaded opencl.dll from internet and copied it into debug folder and tried to start the program again but it crashed again with a message "Opencl.dll is either not designed to run on Windows or it contains an error.".
Im really lost here and would appreciate any kind of help!
Ideally you shouldn't download "Opencl.dll" explicitly, it should come as part of your drivers installation. Header files & Lib files can be part of SDK, but run-time files like "Opencl.dll" are not necessarily be part of SDK. Crash can be observed if there is no compatibility between the SDK files (Headers and libraries that you use for your application) and Run-time files (Opencl.dll).
So, make sure to update drivers corresponding to the SDK version that you use.
Also, the opencl.dll generally get placed in "C:\Windows\System32" & "C:\Windows\SysWOW64" when you install the drivers. Generally, this is the one that gets used during run-time

OpenCV in Code::Blocks: The application was unable to start correctly (0xc00000be)

I set up OpenCV with Code::Blocks as per this tutorial: http://kevinhughes.ca/tutorials/opencv-install-on-windows-with-codeblocks-and-mingw/.
I've got as far as building the test program at the end successfully, but when I try to run it I get the following error: "The application was unable to start correctly (0xc00000be). Click OK to close the application."
The one thing that is certainly different from the tutorial for me is that I'm working with OpenCV 3.0.0, Code::Blocks 13.12 and the latest version of mingw (number not obvious from their website or the installer).
I found that other people had had this problem in the past, e.g. The application was unable to start correctly (0xc00000be)
However, it has been a long time since that thread was active, I'm working with newer versions of the software and, most importantly, the answer given there didn't help (I compiled openCV with the same mingw that I'm using with Code::Blocks), so I thought this question would be worth asking (sorry if it's not, I'm rather new to this).
Could anybody suggest a fix that might get rid of this error?
A few other things to note:
I didn't download the Code::Blocks that came with mingw as I was advised against it, I got them separately as per the tutorial
I have installed OpenCV and Code::Blocks on my E: drive, though mingw is still on my C:.
I have added both mingw and OpenCV to my PATH variable, and mingw to my Path variable
I have linked the libraries in both the main compiler settings for Code::Blocks and the Build Options of my project.
I'm working from a 64-bit Windows 7 Laptop, but I have done everything 32-bit style as advised in the tutorial.
Thanks in advance!
So, one solution I've found to this problem is to copy all the .dll files from "...\opencv\build\x86\mingw\bin" to the project file (build directory).
Having done that, the project will run fine. This still doesn't (directly) explain why it wont run without those files (at least, several sources including the tutorial imply it should), and so isn't really optimal. I will continue to look for a solution for this so I don't have to clutter every opencv project I make with the .dlls.
However, for anyone simply wanting to get stuck into coding who is having this problem, I recommend that solution.

What can happen if I update code signature for SDL2?

I am a new user of macintosh and uses OS X 10.9.4 Mavericks. I have recently installed Xcode and I have downloaded SDL2. This is where the problems started.
When I tried to compile some code that uses SDL2, I got a Xcode crash. The crash was expected behaviors since the reason was an invalid code signature in SDL2.
So I googled this and 2 solutions came up in this link. The first solution recommended that I downloaded the source code for SDL2 and recompiled it. The second solution was to update the code signature as
codesign -f -s - ~/Library/Frameworks/SDL2.framework/SDL2
The second solution seems to be the preferred one since the first solution probably does this in the end anyway. However, I am not completely familiar with code signatures since I come from a windows environment (where these things are hidden for the most) and also since all programming I have done have been for internal use only. So this is the long introduction and my questions are then:
Where is the code signature located (inside the frameworks or somewhere else in the computer)?
What can happen if I update the code signature? Especially can this cause any trouble in the future and even if SDL2.framework is uninstalled?
BR Patrik
You are not required to code sign a framework you build and install yourself (this is what I do for SDL 2). When Frameworks are codesigned the signature can be found in the "Versions" subdirectory of the Framework bundle. there will be the usual _CodeSignature directory for each signed "version", just as there is for an "app" bundle.
resigning the framework wont affect anything in your system. when you update the SDL2 framework to a version that doesnt have this problem your changes will be "undone".

How to build and run examples in OpenGL Superbible 6th edition?

My system is Win 8.1 64-bit and using VS2013 Express. I can verify my video cards support the latest OpenGL and OpenCL. I used the latest code and media files from authors github and site: https://github.com/openglsuperbible/sb6code and http://www.openglsuperbible.com/example-code/ respectively.
I am able to make debug and release builds of the project(s) successfully but cannot correctly run it either via debug mode or the .exe in the bin folder. A white window will show up and then exit. I was able to step through and found that glfwOpenWindow will return false causing the exit but I cannot step further and see why it is returning so. I found some solutions that suggested changing
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
to
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, 0);
but this does not change my results. I can verify also that major version is 4 and minor is 3 for the book code. I have found a few other people having the same problem but no resolution. Another possible solution (but to a different problem it seems) was changing the project subsystem to Console from Windows but this throws an error regarding main and so it may not be what I'm looking for.
For reference, this book is using glfw version 2.7.6 when (currently) the latest is 3.0.4. I tried swapping this too but it understandably blew up due to all of the changes.
Any further ideas would be great and very helpful!
I have discovered that while my GPU does support the latest OpenGL, my computer was instead using the integrated Intel HD 4600! By switching my computer to use the dedicated GPU by default, I am able to run the latest OpenGL.
If it successfully compiled, then please do following:
Ensure that you do have the latest graphic card drivers installed (eg. if you have nVIDIA card, go to www.nvidia.com and get newest drivers).
Ensure that files which these examples are trying to load (I guess jpg/tga/png files, maybe some obj/fbx/3ds files for geometry, whatever else these examples need) are present at expected path (relative path to exe).
Run it as a debug, place breakpoints in app initialization, see that OpenGL is initialized correctly and that required files are loaded. I think you will find that required files are not in expected path(s).
P.S.
I think the best practice for learning OpenGL is not to rely on some library to open window and initalize OpenGL for you - it's better you learn it all step by step - how to open an application window, how to initialize gl render context associated with device context etc. You'd also avoid things like this when you don't know where the problem could be.

Xcode code sense not working (Symbol not found)

I am new to development on Mac platforms and have recently started using Xcode for development in C++.
Now, whenever I want to look for definition of some class or struct, I click on Jump to definition in the secondary click menu, but Xcode shows up: Symbol not found. The indexing had been completed when I tried to look for definitions. Can anyone provide some solution to the problem?
The version of Xcode that I am using is 4.6 and MAC OS is 10.8.5. This is also happening on Xcode version 4.2 in OS X 10.7.5. Also, the file where I am trying to look for definition is in Objective-C.
I am not sure if this was the root cause of your issue, but this write up helped me:
http://hiltmon.com/blog/2013/07/07/xcode-4-code-completion-for-external-build-projects/
The issues was with the external build project and you can fix it by "including" an additional target.
The answer to your problem is that Xcode isn't very good at this kind of thing yet. Sometimes it seems to work, sometimes it doesn't. It often doesn't work if there is an error in the same file, or if templates are involved (C++). Make sure the build process has completed (e.g. by running or trying to run the application.) And don't disable code sense in the preferences. ;)