So basically I have the following setup:
A small test library called mylib with an according CMake file. The CMake file creates all the necessary information so that another project (which is going to be my binary) can use find_package to add the library. The library also has a install target.
A small binary called mybin again wih according CMake file which is depended on the mylib project. Using find_package I can add mylib either by specifying the location of the according myLibConfig.cmake (and myLibTargets.cmake etc.) files or by executing the install target of mylib and then letting CMake find the library itself.
Using CMake and XCode everything works like a charm. First, I configure and build the library. Second, I configure my binary project, specify the location of the library and then build it without any problems.
Now I want to do the same using CLion. My problem now is that CLion puts all the generated CMake file (which usually are placed in the build folder) in some cryptic location which can't be changed in the IDE. Now, when I want to build the mybin project I have to specify this cryptic location which seems kinda odd to me (especially because you have to find out first where CLion actually places those files).
So my question is: Is there a more convenient way to handle the described configuration? I guess this is more or less the standard use case which makes me wonder if I'm missing out on something. Being able to specify where CLion should put the generated CMake files would solve my problem I guess.
I know that i can install the library (using the install target) and then let CMake find it. The problem here is that CLion (to my understanding) doesn't support install targets and therefore I have to use (in my case) XCode to build and install the library first.
I was misunderstsanding the intention of find_package(as Tsyvarev pointed out). By using the solution proposed in this question I managed to add an install target to CLion which now allows me to conveniently build "mylib" and use it in the "mybin" project without having to configure anything manually.
I am trying to build libtorrent (http://www.libtorrent.org/) using the provided jamfile. If I try to build it in its vanilla state everything goes well. I am then building using this command:
bjam msvc-12.0 boost=source
However I want to build it with OpenSSL which there seem to be support for. This is where I run into problems. Most likely because it is the first time I use Bjam (actually anything else than make files). I now try to run the following command:
bjam msvc-12.0 boost=source encryption=openssl
Now the compiler starts to complain about not finding the OpenSSL include files.
So I guess I have to include this path in the JAM file. But I have no idea where.
I also tried to add the path into the INCLUDE environment varaible in windows but that doesn't seem to be picked up by BJAM or msvc. Any suggestions?
My understanding of how this is normally done on windows is by installing libraries and headers into visual studio's include and lib folders.
(That's how I install openssl on windows at least).
The jamfile is also supposed to pick up CXXFLAGS and LDFLAGS environment variables, which you could use to introduce the library- and include paths. However, it only does this when boost=system is specified, i.e. you're building against "system" boost libraries instead of from source.
I have tried to install igraph by running the following commands (as described in the manual):
./configure
make
make check
make install
The installation instructions do not provide any further information where to go from here however. How do use the files in my ongoing projects (for instance in Eclipse)?
According to the manual, the installation process is adding files to the 'usr/local/bin', but this folder is empty after the installation (no hidden files).
What would be the easiest way to use the files in my C++ projects?
The installation process is adding include files in /usr/local/include (more precisely in /usr/local/include/igraph only) and library files in /usr/local/lib. Stick /usr/local/include to your include path in Eclipse, add /usr/local/lib to your library path in Eclipse, and add igraph to the list of linked libraries, and you are good to go. Make sure to use #include <igraph/whatever.h> in your C++ code to include igraph-specific stuff.
Also, this project tries to provide a more C++-like API for igraph. It is still experimental, the API changes all the time and many igraph functions are not wrapped in C++ equivalents yet, but it's a starting point that you can extend.
I've downloaded, extracted, and compiled the Boost libraries (including the separately compiled libraries). I've used their install procedure a couple times now but I can't seem to get it to do exactly what I want. Right now, when I install Boost after compiling it goes to
C:\Boost
This is fine. The compiled libs go to
C:\Boost\lib
which is also fine. The problem I have is with the installation of the precompiled headers. They got put at
C:\Boost\include\boost-1_54\boost
Is there a way to use the Boost build system and install tools to set the precompiled headers to be installed to just
C:\Boost\include
and not have the Boost version number be a part of that folder hierarchy?
I don't plan on using multiple versions of Boost at the same time so I don't have a use for actually having that version number. I realize I could move them manually after the install is complete, but I wanted to see first if I've overlooked or misunderstood something about Boost's build system.
--layout=system removes the versioned subdirectory from the include path (as #IgorR. pointed out).
"Removing that second boost in the path" is a bad idea. In a respectable OS (cough...), the include files for various libraries are supposed to co-exist in one common include directory, hence the boost subdirectory to avoid clashes. Boost headers are therefore habitually referred to as e.g. #include <boost/any.hpp>, i.e. including that boost/ subdirectory.
This is done both by third-party software using Boost, and by Boost itself. If you remove the second boost from the path, you would end up with C:\Boost\include\any.hpp, and any Boost-using software won't compile as not even Boost could find its own includes.
I've recently got acquainted with Boost library and I'd like to use it in my Xcode project. But sadly there is no HowTo or FAQ on how to do it :(
What's the sequence of actions to build and use Boost libraries in Xcode?
The easiest way I've found to do it is to install MacPorts, then you can install/build Boost via a single command:
sudo port install boost
Plus you get similar access to other open source software. The only downside I've found is that, like any other package management system, they are not always up to date with the latest version.
If you prefer Homebrew as your package manager, the command is:
brew install boost
I don't know how to use Boost from XCode (I'm not a Mac programmer), but building boost is usually done through their own build tool, bjam.
They have a guide to building boost here, and you can download the latest version of bjam here
Once it is built, you reference it from Xcode the same way you would any other library. The boost/include should be added to your include path, and the libraries in boost/lib can be referenced for the boost libs that require it.
To build boost on a mac, follow the unix variants getting started page (http://www.boost.org/doc/libs/1_39_0/more/getting_started/unix-variants.html). You won't use Xcode directly to perform the build, but once complete you can add the boost include paths and dylib's to your Xcode project.
I found that to build Boost 1.41.1 on MacOS, you need to do the following:
Download boost 1.46.1 from here: http://sourceforge.net/projects/boost/files/boost/1.46.1/
Unpack the file
Open terminal, cd to the install directory, and do the following:
chmod u+x configure.sh
cd tools/build/v2/engine/src
chmod u+x build.sh
Then go back to the install directory, and:
./configure.sh
If that runs successfully, it will tell you to run:
./bjam
That's it.. for whatever reason, I needed to set those permissions manually before it would work.
su - root
enter root password and then run below as root
/opt/local/bin/port install boost
If you have never logged in as root or forgotten your password, here are the steps to reset root password
http://support.apple.com/kb/HT1528?viewlocale=en_US&locale=en_US
For most of the boost libraries, there's nothing to build, it's all in header files.
The remainder of the instructions are here.
Currently I'm very happy with using Pete Goodliffe's script which builds a framework from the Boost source package for both iOS and Mac. Drag and drop it into a project and it works!
There are multiple versions of the script out there. Here's one:
https://gist.github.com/faithfracture/c629ae4c7168216a9856/61be257e1c0839c85743777d0687becad9913bf7
Elaboration of Ferrucio's answer:
Install Boost using MacPorts (sudo port install boost) or Homebrew (brew install boost).
Find the path to the Boost header files (it should be in /opt/homebrew/include if you're using Homebrew).
Add the path to System Header Search Paths in the Build Settings of your Xcode target.
IMPORTANT NOTE: If you add the path to User Header Search Paths instead of System Header Search Paths, as other users suggested, then your code will fail to build, since the Boost files use angled-includes (#include <boost/filename.hpp>) to include each other. Angled-includes are only for including system library headers, and thus they only work if Boost is in the System Header Search Paths.
You can read about the difference between angled-includes and quoted-includes here.