I am required to write a plugin for gstreamer. The code which will be integrated in the plugin is actually available as VS 2005 project. That's why I intend to develop the plug as well in visual studio. I couldn't find any resources which talks about setting up gstreamer plugin dev environment in windows as Visual Studio Project.
The gstreamer windows SDK doesn't contain the required files for plugin development as mentioned in http://gstreamer.freedesktop.org/data/doc/gstreamer/head/pwg/html/chapter-building-boiler.html.
Note:
The following question though similar is not what I am looking for :
Needed environment for building gstreamer plugins in Windows
To develop GStreamer plugins on Windows you can use the GStreamer SDK.
The chapter Constructing the Boilerplate is focused on Linux development and it references to the git repository gst-template, which contains templates for building plugins and apps using the Autotools build system. Since you will use VS, you will only the source code templates, that you can directly download here.
Building a plugin is similar to building a GStreamer application in terms of dependencies and in the SDK documentation you will find detailed explanations on how to create new VS projects (in the section Creating new projects using the wizard).
To build your plugin you will need:
Create a new GStreamer project in VS as explained in the docs
Add the template sources of gst-template
Related
I am working on a software product that goes waaaay back. Part of our source code is a project that builds baseclasses. This is supposedly a project that ships with the Windows SDK and is used for developing apps that reference DirectShow.
Unfortunately the version we have checked in to our repository is out of date and issues many warnings when we build (all related to warning C4996: 'GetVersionExW': was declared deprecated).
Personally, I cannot find any information about how to find the newest (or indeed any) version of this little nugget of Windows goodness. As recently as a few days ago Microsoft Learn published a tutorial about this very topic (https://learn.microsoft.com/en-us/windows/win32/directshow/directshow-base-classes). But, it is essentially useless.
For example, if I click here: https://learn.microsoft.com/en-us/windows/win32/directshow/using-the-directshow-base-classes it tells me:
The base class library is provided as a SDK sample in the Microsoft
Windows Software Development Kit (SDK)
(https://go.microsoft.com/fwlink/p/?linkid=62332). The exact location
depends on the version of the SDK that you have installed, but the
relative path is:
(SDK samples root)\DirectShow\BaseClasses
I have Visual Studio 2022 installed and there is no such path in its directory tree, nor in C:\Program Files (x86)\Windows Kits. However, if I click on the link quoted, it sends me to a page that basically tells me that all I need to do to get the Windows SDK is download Visual Studio. Hmmmm....
Does anyone know how to get a contemporary version of the DirectShow base classes? Microsoft is not being very helpful on this point.
This is a classic Microsoft: Moving things around but failing to update references.
If you navigate to DirectShow sample apps, you'll find the link to the new GitHub home under Windows-classic-samples/Samples/Win7Samples/multimedia/directshow/, including the baseclasses directory.
Since you are explicitly asking for a "contemporary" version of the DirectShow base classes, that's what the GitHub repository contains. They haven't been (to my knowledge) updated since. DirectShow is in maintenance mode, and Microsoft encourage clients to use more recent technologies instead (such as Microsoft Media Foundation or the Windows Runtime types under the Windows.Media.Capture namespace).
For this reason I copied the directshow baseclasses and included them in the project, when I implemented GraphStudioNext. I didn't touch the project in a while but maybe this helps: https://github.com/cplussharp/graph-studio-next/tree/master/baseclasses
PS: I just saw, Roman has a more updated version of the base classes: https://alax.info/blog/2157
Can we use ninja to build UWP apps and hence create the appx package for the same?
I don't feel there is an online article for the same. I know how to do it using VS and Make.
In theory: Yes
Notable one thing: Ninja just official support C++, I can't find any result Ninja support other programming languages
With C++ we have 2 options:
C++/CX: You should activate flag /ZW for Windows Metadata
C++/WinRT: With WinRT you just compile without any restrict, this doesn't need Windows Metadata anymore
C++/CX: we have long story behind Windows Runtime development before C++ 11/14 became official so Microsoft add their own implementation features to MSVC. So with C++/CX you can compile with very old SDK like 10240, 10586, ... and in theory it also work with Windows 8.0/8.1 SDK, Windows Phone 8.0/8.1 SDK. Another attemp try to compile UWP with C++/CX on FastBuild (system build like Ninja) is successful, you can read as a reference here: https://github.com/fastbuild/fastbuild/issues/623
C++/WinRT is reunion attempt make Windows Runtime back to standard C++ 17. C++/WinRT can also compile with Clang/GCC. Base on answer from Kenny Kerr (creator of C++/WinRT): C++/WinRT is not limit with old SDK, but he recommended to use newer SDK like 17134. Link his answer https://stackoverflow.com/a/53193711/8707331.
Some useful links for C++ UWP:
https://github.com/MicrosoftDocs/cpp-docs/blob/master/docs/porting/how-to-use-existing-cpp-code-in-a-universal-windows-platform-app.md
https://modernwindows.wordpress.com/2015/05/28/modern-c-and-clang/
you can create uwp apps in following ways:
c# and xaml
web technologies like html, css and js. and you can use any
third party js libraries with it. you can even use hosted web apps
as uwp apps or latest technologies like pwas can also be shipped as
uwp apps. more here : https://developer.microsoft.com/en-us/windows/pwa
c++ and xaml : with this approach you can use c++ libraries (if they comply by uwp platform) the reason you do not have much support online for this is because majority of uwp developers use c# and xaml approach.
There are some work around for that, and one of them is to create a Desktop app and then package that in MSIX packaging , which packages a windows Desktop app into a uwp app and you can even distribute it through Microsoft store.
CMake can't be used to generate UWP package. However, you could use make.exe or Visual Studio to generate UWP package. For more you could refer to Create an app package with the MakeAppx.exe tool and Package a UWP app with Visual Studio.
I just created a clr c++ aplication that combine c++ code and windows form
as resoalt the exe prodused from visual studio cannot use /mt and its not standalone (it require the wright .net installed on the computer)
are there ANY way to make a fully standalone exe from clr c++ exe?
i tried to check out spoon studio and Cameyo but it's look like they work only on files that includes instalation ...
The point is what a standalone application would buy you here? There is no such thing as a "standalone application" anyway - depending on how hard you look at it. You'll always have dependencies at least on the Windows version you intent your application to run on.
In the end it boils down to deployment or distribution issues. If you don't want your users to install a (newer) version of the .NET framework just to run your application, then start by determining the lowest Windows version you want to support with your application. Then check here for the .NET version that comes preinstalled with that version of windows. Then target your application against that version of .NET.
I want to create graphical application (drawing and moving squares and so) using C++. I was suggested to use Qt library for this. I am windows user and I use Visual Studio 2013 for developing C++ (console) apps. So I typed Qt download into google hoping to find some package of DLLs, libs, headers or something like that so I could include headers and link libraries with my code. But all I found was IDE Qt Creator (which I do not want) and Qt Visual Studio plugin (which I downloaded, but it still requires whole IDE to work). So my question is - How can I develop graphical application (no forms, just "canvas" to draw on with some mouse/keyboard support) using Qt library, C++ language and Visual Studio IDE, without requirement of downloading tons of GBs for IDE or plugins I do not want, with insurance that application would be easily deployable on most common operating systems.
The reason I do not want Qt creator IDE is simple -- There is a chance for this to be semester project and will be reviewed by teacher without any extra IDEs. (I'll send him just VS project/generated Makefile and Qt libraries with headers)
Thanks for clarification.
The short answer is: you cannot. You need Qt SDK, which comes with Qt Creator.
Qt comes with qmake build system and it does not require any IDE to compile and run the application. You can write in any IDE you want and compile anywhere, where Qt SDK and compiler is available.
If you want to provide the application to your teacher, he must have Qt SDK too to compile it. There is no way around this. And better test the application in the target environment. Writing portable applications is not a trivial task - if you hardcode paths like C:\QtSDK\path\to\something, there is little chance to run it under Linux without any changes.
If you cannot expect any SDK on a teacher's computer, you have few options:
convince her to install necessary tools
ask her what tools are permitted and stick with them
bring your own computer for final evaluation
Sorry i'm a beginner,from what i know there are number of varieties of libraries and framework out there provided for the C++ language.My question is,when we create an application using the framework and libraries,do the users of the application need to install the framework or so so call the libraries on his/her PC??Thank You
It depends whether the library you are using is statically or dynamically linked. In the former case, it is part of the executable file that you distribute. In the latter case, it is an extra file (or set of files) with extensions such as .so or .dll, which you should distribute with your app.
Yes, libraries must be bundled with your application/installed before hand, as they are the framework upon which your application relies. If you don't install the framework, your application will not work.
You need to install something, not necessarily the framework. Some frameworks, like DirectX for example have a client installation. Some components are simple dll files that you can deliver with your software, creating an installation package.
The end-user need to have the framework installed.
As you need to have .Net installed to run some Microsoft(and other companies) products. If your application is written in C++ using GTK or Qt. You need to have they installed, but if you're on Linux using KDE, Qt is natively installed for default, the same for Gnome and also the same of Cocoa on Mac and Cocoa-Touch on iPhone and iPod Touch.
I suggest you to have the installer of the framework used embedded on the installer of your application. As GIMP and Xchat do.
Generally when using a framework there will be a framework redistributable (.NET, DirectX, etc) which can be bootstrapped into your installation to install the framework (or run by the end user as the first part of "installing" your app).
Many libraries simply need to be included with your code to function correctly, they themselves might have dependencies which need to be installed but these should be called out.
If in doubt, before you distribute your package run it on a fresh install of your target system (Linux, Windows, etc) and see if it complains about missing dependencies. Include those in your package and try again.
You can also look at installation systems (RPM, Apt, Windows Installer, etc) which can handle all of these tasks for you directly (or provide scripting languages to help you automate the job).