Code::Blocks cannot find vector header - c++

EDIT: I have solved this problem, with Tomalak's help. It appears that I mistakenly uninstalled libstdc++6-4.4-dev_4.4.3 when I was making space to install code::blocks into, thus removing the STL headers. Code::Blocks now works perfectly fine.
Hey everyone, I'm back yet again to bug you.
I have recently installed Code::Blocks in order to follow along with a SDL tutorial, mainly to make it easier with the file creation process (i.e. not having to deal with makefiles for the time being)
I have been compiling/running the examples (so far) just fine, but I've now hit a snag.
On the tutorial for entities, the header file includes <vector> - yet code::blocks is stating it cannot find said header file. It's a .h header file, but it's recognizing it as C++ (I think, judging from the project options) - all my headers are .h, all my sources are .cpp...
I have searched Google for a solution, and many people state that this error occurs when they try to use in a .c file by mistake. This is not the case, unless Code::Blocks is recognizing my .h as a C-header.
In case you're wondering, I am running Lucid Puppy Linux 5.2 (aka LuPu), a Ubuntu derivative. (Installed Code::Blocks from the Ubuntu repositories)
In advance, thank you very much for the help.

As it turns out, it was not a Code::Blocks issue - I had mistakenly un-installed the libstdc++6-4.4-dev_4.4.3 package.
So, if any of you all get this same problem make sure the libstdc++ development files are installed! LOL

Related

Lexical or preprocessor issue - Xcode 8.3.2 - Sierra 10.12.4

This is have been truly cumbersome, and i've done a lot for research about it but ended up failing to solve it.
as you can see in the print-screen, this path entered in the Header Path Search and it contains all the .h files have been installed with PoDoFo including podofo-base.h as well as PdfVersion.h
However, I don't know why i'm getting this?
i read A LOT of solution with EL Captain but non of them worked with me as i have Sierra. also those solutions were for xCode 7 and earlier versions.
Please help!
Try removing /base from the end of your header search path

Using Lapack Fortran in eclipse C++ project?

I've recently inherited a code that makes quite a lot of calls to Lapack functions, with this syntax :
F77_NAME(dgemm)(&trans,&trans,&n,&n,&n,&alpha,&D[0][0],&n,&P[0][0],&n,&beta,&temp[0][0],&n);
With the following includes :
#include <blas.h>
#include <lapacke.h>
On windows, and with eclipse CDT, the compilation works fine. I've installed Lapacke with an executable and I have had absolutely no problems with this library.
On Linux (and still with eclipse CDT), however, it's been difficult to say the least. I managed to make the include works, but I can't seem to do it for . I've managed to include but the syntax is then wrong and that would be quite long to change it all.
Do you have an idea how I could resolve this ? I've tried various thing, like linking an absolute path, but I can't find blas.h anywhere on my system despite all the libraries I installed through synaptic. Maybe I didn't install the right ones ?
Additionally, I've had some issues with github with this project. To make things short, I started developping on Windows, created the git project from there and went on. When I switched to Linux for testing purpose, I for some reason kept the windows configuration (So C:/Program Files includes, building a .exe ...), I guess I didn't set up the git properly (wouldn't be the first time) but I have no idea how to fix this ... I currently have two different git : one with the Windows configuration and the other with the Linux one .. Not ideal since we're two working on the project.
Thanks for your help !

Migrate Cocos2d-x project from Mac to Ubuntu

I'm developing a game on C++ using Cocos2d-x v3.5. I use latest Xcode and have no problems with make & run. But my friend who wishes help me can't run my project on his Ubuntu. We guess something is wrong with cocos2d make-files (we've found 2 named CMakeLists.txt ). Are there any ideas how to fix our makefiles and run project on Ubuntu?
(full size)
P.S.
Source codes are in private repository but I can provide any additional info
Thank you!
No, it's not the Makefile. The compiler does not know what USING_NS_CC means, which implies an error including header files.
If you are using Xcode (which is not clear given you say you "have no problems with make & run") then it's possible that the Cocos2d-x header files are included in the precompiled header file (prefix.pch) and therefore don't need to be explicitly #included in other files.
However these precompiled headers may not be set-up correctly under Linux/cmake.
The answer is to include the Cocos2d-x header files explicitly in any file that references the Cocos2d-x API.

Porting from Linux to Windows, tm.sys

I apologize if this question is vague, but I can't really get any more specific. I have a pretty large project that I'm porting to Windows. After finally getting it to compile with cl, and link with link.exe, I run it and get the following 'System Error':
The program can't start because C:\Windows\SYSTEM32\tm.sys is missing
from your computer. Try reinstalling the program to fix this problem.
It's a console application which requires no installation. Does tm.sys signify anything to you, perhaps a Linux dependency that I missed that Windows allowed during compile time but is now interpreting oddly? I'm looking for hints/guesses/anything to run with because I fully realize that my description (and lack of code example) is less than satisfying.
It is a C project with some mixed in C++ code (C++ accounts for maybe 1%), and is built using the WDK. The compilation yields 5 static .lib files and one .exe file.
The issue resided within ntoskrnl.lib. I removed that unnecessary library from my sources file and the executable ran fine. I'm not sure the significance of tm.sys, but lesson learned: KNOW YOUR DEPENDENCIES!

Can eclipse do auto-complete using external libraries like cocos2d?

I'm using Eclipse in linux. I have created a project using Cocos2D. It's a Java project, but im opening cpp and headers files to write native code.
Each time, i compile the native code with ./build_native.sh
I will like to know if eclipse could be configure to autocomplete functions in native code.
Example:
CCDirector::sharedDirector()->
Must show the options like getWinSize().
Some ideas? Thanks in advance.
I can't answer to the specifics of your question but in general I had this problem in C/C++ with iostream and STL libs. Even though everything would compile fine it wasn't supporting auto-complete. I ended up digging down into the supplied libraries to the root that held each .h file collection and added those to the directories path. Then I rebuilt the index and then auto-complete started working. So if cocos2d stores .h files in more than one location add each folder.
Have you installed the CDT? That give Eclipse C/C++ capabilities similar to what it already has for Java.