Bullet Physics, CMake->CodeBlocks - MinGW: Doesn't find GL/glut.h? - build

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My System: Windows Vista 64 bit
Library: Bullet Physics v2.78
Makefile Generator: CMake
Build system: MinGW command line, MinGW + CodeBlocks
Makefiles were implemented by command line and through CMake-generated Code::Blocks project
In both cases, the build fails near 30%. NOTE: I did have to switch the build executable in the Code::Blocks project from make.exe to mingw32-make.exe
First Failure: Demos\OpenGL\GLDebugFont.cpp -> GL/glut.h: No such file or directory
Second Failure (after commenting out the #include from the first) -> Demos/OpenGL/GlutStuff.h: same error
These failures happen when I build command-line OR through the generated C::B project.
Why can't it find GL/glut.h? "bullet-2.78\Glut\GL\glut.h" exists. Maybe there's a way I can tell it to find glut there?
NOTE: During the CMake makefile generation, CMake did tell me that "You are using the obsolete GLU package, please use OpenGL instead." It continued as normal with the Makefile generation. Maybe I need to define some environment variables? Maybe I need to configure something in Windows that CMake is looking for?
I would add a compiler search path in bullet-2.78/Glut, but Code::Blocks doesn't allow that if you're using a custom makefile (like a CMake-generated one).
UPDATE: I have been able to build the library itself, by building specific targets in the Code::Blocks project. However, I have been unable to build any of the demos or the benchmark test, since they all use OpenGL (and apparently glut.h). I would still like to compile those.

Related

Integrating wxWidgets into Existing XCode Project

There are many tutorials about setting up a new XCode project for use with wxWidgets, but I need to integrate it with a large existing XCode C++ project.
The wxWidgets setup process is unclear to me. I built wxWidgets in XCode with the included wxcocoa.xcodeproj file. But when I include all the header files and the libwx_osx_cocoa.dylib library to my existing XCode project, I get all these errors within the wxWidgets header files like Use of undeclared identifier 'wxApp' and No matching constructor for initialization of 'wxEvent' as if it's missing files, but I've included all the header files and compiled library. I tried building wxWidgets in the terminal and get the same errors. I tried make install to actually install wxWidgets on my system. I tried running this command wx-config --cxxflags --libs all in the terminal. I tried adding wx-config --cxxflags and wx-config --libs all to the compiler and linker flags in my XCode project. None of these had any effect.
The irony is that I'm trying to use wxWidgets library to make the GUI process easier, but instead I've spent two days pulling my hair out trying to get my C++ XCode project to compile. Does anyone know what I'm doing wrong?
EDIT: The problem seems to be XCode. I've downloaded the wxWidgets Hello World sample program at the bottom of this page. I can build this program without issue in the terminal, but when I put it into a new XCode project, it won't build. How can I get XCode to build this simple program?
cx-config output:
XCode project settings:
EDIT 2: I exported the Build Log out of XCode and saw that the actual build command uses clang. When I successfully compile Hello World in the terminal, I use clang++. When I try the same command with clang, it doesn't work. Perhaps this is the issue, since clang only links C libraries and the errors XCode is giving me relate to not being able to find standard C++ functions.
EDIT 3: Wow I hate XCode. I got my Hello World program to compile by accident. The solution was putting the wxWidgets compiler flags in the Targets Build Settings, whereas before, I had it in the Project Build Settings. I assumed the Targets would inherit the Project settings, but I guess not!
EDIT 4: I got my complicated XCode project to compile with the wxWidgets libraries by taking all the search paths & flags and moving them from the Project Build Settings to the Targets Build Settings. What a nightmare! Glad it's over
#WaddleDee72
,
I suggest doing following:
Delete wxWidgets directory.
Unpack wxWidgets into i.e. ~/wxWidgets.
Open Terminal.
In the Terminal
4a. cd ~/wxWidgets
4b. mkdir buildOSX
4c. cd buildOSX
4d. ../configure --enable-debug
4e. make -j5
After successful build
wx-config --cxxflags
wx-config --libs
Use the output of 2 commands above and put the values where they belong in XCode project.
If you get any issues - let us know.
Thank you.

CMake cache windows

When using CMake on unix I dont have any issues. I can use CLion to do a cmake setup, cmake build and cmake install, open a different project and it will find the previously built library when using find_package. On windows this does not seem to be possible. By default it tries to install the build code into strange directories (like C:\Program Files). I have added a CMAKE_INSTALL_PREFIX to both my library CMakeLists.txt and the appliation CMakeLists.txt, however when using find_package(SDL2)CMake still complains there is no config file for CMake and SDL2. When checking the following file exists:
U:\various\cmake-cache\Program Files (x86)\SDL2\cmake\SDL2Config.cmake
The directory U:\various\cmake-cache was used as CMAKE_INSTALL_PREFIX for both SDL2 and my application. Yet it still refuses to compile.
What can I do to make CMake at least somewhat useful on windows? On Unix things work great, but it feels like a huge PITA on Windows so far... It seems like all the concepts dont work there. I would really like to have one central location that is used by every CMake build on my system and everything is installed there and when another project uses a library it is searched there. Is this possible?

How to use CMake in NetBeans to build programs?

I've been using NetBeans for a while for my C++ projects. I previously used only make but not cmake. Some colleagues then requested that my codes be compiled using cmake to be "cross-platform"
However, I am having a hard time to set up the NetBeans project using a cmake on OS X. Either it complains that cmake is not found, or does not show the files correctly and completely. Also, cmake seems to be creating some mess in my project directory. Any idea on how to set them up?

How to build Crypto++ library on Linux with MinGW?

im trying to port a c++ project from visual studio 2013 to netbeans on ubuntu. The target is a windows executable, so far im able to compile windows exe files from netbeans using mingw as compiler.
The project needs the Crypto++ library and i only have the .lib version for visual studio. To include the library in netbeans i first need to build the Crypto++ library in the .a format.
Its not clear to me how should i do that.
Ive found informations on how to build the library for linux with mingw but not for cross compilation with mingw. The provided GNUmakefile does not work.
Should i set up a vm with windows and mingw and compile the library that way? Or maybe use the qmake "hack" as suggested here http://www.qtcentre.org/threads/28809-Compiling-amp-using-Crypto-with-mingw-version-of-Qt ? The last good Crypto++ version suggested there is quite old. This is confusing, porting the whole project is easier than having the required library.
Im open to any suggestion.
tldr: how to build libcryptopp.a on linux for the cross compilation of a windows exe project
edit:
for example if i cross compile something there are windows libraries in the /usr/i686-w64-mingw32/lib/ folder like libuser32.a. i need to make the equivalend libcryptopp.a.. sorry if is a bit unclear.
if i simply build using the steps in answer (and in the wiki) i end up with a libcryptopp.a file but i suspect is linux-only, cause if i link that library in netbeans in the .exe file im cross compiling i end up with undefined references to cryptopp stuff everywere. the paths are correct, i suspect the library needs to be replaced with the equivalent libcryptopp.a compatible with crosscompiling.
edit2: im trying to follow the answer down here, now im stuck here. after this command to build cryptopp.
make CXX=/usr/bin/i686-w64-mingw32-gcc INCLUDES="-I /usr/i686-w64-mingw32/include" LIBS="-L /usr/i686-w64-mingw32/lib" CXXFLAGS="-std=c++0x"
and many variations of it i always end up with this error
trap.h:26:25: fatal error: Windows.h: No such file or directory
# include
which makes me think its using the right compiler to make a .a lib file for cross compiling the windows .exe with the lib.
however i dont understand whats going on now with the missing header..:(
Also if i try to link the lib file (used with visual studio) i get a lot of linking errors, undefined reference to cryptopp stuff.
ill offer a symbolic beer (a couple of $ of Bitcoins) if someone finds out how to do it.
Inspired by http://wiki.amule.org/wiki/Cross-compilation_for_windows_with_mingw:
sudo apt-get install mingw-w64
git clone https://github.com/weidai11/cryptopp
cd cryptopp
export TARGET=i686-w64-mingw32
CXX=$TARGET-g++ RANLIB=$TARGET-ranlib AR=$TARGET-ar LDLIBS=-lws2_32 make -f GNUmakefile
I've found informations on how to build the library for linux with mingw but not for cross compilation with mingw.
Its relatively easy...
Get Crypto++ ZIP into MinGW.
Unpack Crypto++ ZIP.
Change directories.
Build the library.
Verify All tests passed.
(1) and (2) can be tricky because Cygwin and MinGW are missing a lot of tools. So curl https://www.cryptopp.com/cryptopp563.zip -o cryptopp563.zip may not work.
For (2), I seem to recall ZIP is missing, so unzip -aoq cryptopp563.zip -d cryptopp-5.6.3 may not work.
At step (4), just perform make static dynamic test and be sure it finished with All tests passed.
I do a lot of testing with Cygwin and MinGW. I have a script that copies Crypto++ into the environments from my Desktop. I have not been able to figure out a way to automate it. A recent question on automating it was closed, so no one can supply an answer (see How to automate software testing for Cygwin and MinGW).

Using cmake on windows for c++

for around 5 consecutive days i have been trying to set up my computer with the c++ environment for programming with libraries such as sdl,glm,opengl. its important for us to be able to run it on unix machines on presentations so im running with cmake.
i finally got it to work with the cmake-gui, i wont even bother trying anymore with any IDE.
i specified my folder project and where to build the binaries, i got a folder "CMakeFiles" along with a txt "CMakeCache", a CMAKE file "cmake_install.cmake" and a file "Makefile". also in my folder "CMakeFiles" there are lots of other folders such as "CMakeTmp", "CompilerIdC", "CompilerIdCXX etc" and in both folders "Compiler*" has each an .exe which doesnt work! so where is my wanted executable?
i opened cmd and navigated to my folder and tried to write "make" as we are supposed to do according to the intruction. alas, it didnt work very well. hoping you could share your wisdom and help a newbie like me!
so what exactly is needed for compiling projects containing additional libraries? so far i have a compiler, Mingw32, the latest CMake and using the cmake-gui for extracting the binaries but gets makefiles.
EDIT:
hrrm. is it only me who gets these kind of problems? i can add that i have look thorough about 10 tutorials and 90% of the steps are similar (if compiling with VS which i tried at first):
Download latest SDL
Make a folder on e.g C:\SDL with two folders, include and lib
Copy the libs and includes from the downloaded SDL
Make new VS project, open VC++ directories and add lib/incl folder on e.g C:\SDL
Add to linker SDL.lib and SDLmain.lib (i made sure they got linked, no problem here)
Change system to WINDOWS (optional if you dont want two windows)
Added include to "additional libraries"
Put the SDL.dll file (which i got from the latest SDL) in my C:\windows\system32(64SysWoW)
and also in my project file.
so what i am actually looking for is gettning the CMake to work, since it generates and builds sources successfully (with the gui) and i feel im closing in. do i need to add any additional libraries from sdl to my compiler mingw32 and/or cmake?
if you run cmake by command:
cmake -G "Visual Studio 14 Win64" path\to\source\dir
you need to run this command to continue(in Visual Studio Command Prompt):
msbuild Project.sln
either if you run cmake:
cmake -G "NMake Makefiles" path\to\source\dir
you need to run this cmd to continue(in Visual Studio Command Prompt):
nmake
You were almost there with Visual Studio. Select Visual Studio as target. Open the generated project in Visual Studio, build it. (just like you alread did). Then, instead of trying to run BUILD_ALL, run a real project that creates an executable, it should also be in that list. Just right click it and 'play' it.
If you still get errors, post them in detail including what you did before the error. Note: a carefully configured cross platform CMake project (aka the CMakeLists.txt) should not require any fiddling with VC++ directories. It should work automagically, especially with well known libs such as SDL.
If I understood it correctly you want to use CMake in your project. I'm using CMake in all my projects. I won't give you exact step-by-step howto, since I use Arch Linux but I used it in Windows 7 too.
To make CMake find the libraries, it is often needed to set up the CMAKE_PREFIX_PATH environment variable so it points to the directories where dependencies of your project are installed.
Set you PATH environment varible so you can invoke you compiler and make just by calling by calling eg. make. I think you need to do than manually for Mingw32, for Visual Studio you can use the "Visual Studio Command Propt" which has these variables already set.
Run CMake with desired generator. To select the generator from command line use the -G switch. You will probably use one of the following (the ... means other options you want to pass to cmake)
For GNU make used in MinGW use cmake -G "MinGW Makefiles" ...
For NMake from visual studio use cmake -G "NMake Makefiles" ...
It is also possible to create a Visual Studio project but I do not recommend it, since it quite difficult to set up automatic builds then. I also had some problems with dependencies when I tried to use VS project.
change directory to your build directory (ie. the one where you called cmake, it contains the CMakeCache file) and run make or nmake
Quoting from "CMake support in Visual Studio":
Visual Studio 2017 introduces built-in support for handling CMake projects. This makes it a lot simpler to develop C++ projects built with CMake without the need to generate VS projects and solutions from the command line. This post gives you an overview of the CMake support, how to easily get started and stay productive in Visual Studio.