Eclipse truncates my compiler problem descriptions - gcc

For a while now, my Eclipse makefile project has been truncating all compiler problem descriptions, both in the code space and in the "Problems" window.
Examples in images below - does anyone know what might cause this please?
I've searched the preferences for a maximum length setting to no avail.
EDIT - UPDATE:
I've installed the latest eclipse CDT and opened the project there. The descriptions are still truncated:
Versions tried:
Microchip SoftConsole v2021.1-6.6.0.507
Eclipse IDE for C/C++
Developers (includes Incubating components) Version: 2022-12 (4.26.0)
Could this be a compiler issue perhaps? Truncating error messages seems like a redundant control to build in on purpose.

Related

Eclipse CDT (Windows/Cygwin) Ignoring Breakpoints - answers to other posts have not helped

Running the latest stable version of Eclipse CDT on an up-to-date Windows 10 x64. I started off with the Eclipse IDE for Java Developers and then installed CDT plugin minus preview/beta/experimental features - it is my only plugin; I'm able to debug Java projects just fine, but when it comes to using gdb in C it does not stop on breakpoints at all; the debugger works perfectly fine otherwise. I can step through program, examine variables, see assembly output. I can even see the breakpoints correlating to the assembly.
I've gone through several posts on StackOverflow and various forums and none of them have helped me. In light of their suggestions, here is my current situation:
I do NOT have the "Skip All Breakpoints" button accidentally enabled. (I've also toggled it on-off during program execution, does not help.)
I AM in the Debug perspective
Running Eclipse as Administrator does NOT fix the problem
Disabling "stop on startup" does NOT fix the problem
I am using the default debug configuration, so there is no optimization and maximum debugging information (currently using -O0 -g3 flags)
Passing the -ggdb3 flag does not help
I've tried various combinations of cleaning/rebuilding project/clearing breakpoints/restarting Eclipse
I've tried creating new projects and copying and creating new source files and copying and pasting the contents of the original sources into the new ones - new project does not fix anything
The breakpoints I am testing are in guaranteed-to-hit-places in main (eg. a simple "Hello World" program with only multiple printf statements), so there is no issue regarding loading libraries or other source files
Run -> Breakpoint Types is currently set to C/C++ Breakpoints
I hope someone is able to assist!

How do I compile PCSXR source code on Windows into an executable?

TLDR at the bottom.
I've been running an application I've found on codeplex.com called PCSXR. However, I believe a Windows update has caused the program not to function properly or it's missing some Windows Visual Basic add-on since it was fine before I cleaned installed Windows 10 for fixing a problem that recovery couldn't fix.
I've tried version 1.9.92 executable but it has crash issues playing cinematics.
Version 1.9.93, which is most stable and I was using, no longer can read the DLL plugins in the folder. Making it unusable.
After browsing around. I found this post that this person solved the problem using Dev C++ to compile the source code. I've attempted to build it but I keep getting thrown errors. Wrong architecture which I've solved by setting it to 32 bit compile but other errors prevented it compiling.
After Googling how-to around and talking with some other programmers. I've been going back and forth with different tools on how to compile it. Code Blocks, Dev C++, MinGW and an old Git program on Windows to run Bash. I even ended up having missing config.h which is in the header and even winres.h missing.
I somehow managed to compile it through WSL (Windows Subsystem for Linux) with Ubuntu, XFCE4 Desktop through VcXsrv to display XFCE4 through a window. PCSXR starts, has plugins but crashes when I run it. From what I've been told, the error due to WSL not supporting sound. So WSL failed.
I've tried Ubuntu "Try It" CD environment but fails to compile at all.
VirutalBox on latest version no longer works since they disabled it working on my machine since it doesn't have BIOS virtualization setting.
TLDR
I've been following their program documentation but it's not really detailed for Windows users.
So my question is: How do I build, in detailed steps, PCSXR either from updated source code here or 1.9.93 source here into a working Windows executable with its DLL plugins working? What programs I need, what do I type in what, what settings, where I find missing files etc.
I know this isn't probably the best question here but I've been at this for 2 whole days, Googling and asking.
I'm using Windows 10, AMD CPU, 64 bit with no BIOS virtualization support.
I managed to do it by following these steps on this forum post:
You need Dev C++ 5.11.
1).Go to File>Open>Directory of Pcsxr>win32>pcsxr.dev
2).Under Project select pcsxr. Right click and select project options.
3.In Project Options select compiler. Set Base compiler to "TDM-GCC 4.9.2 32bit Release" then click ok.
4).In the main menu of Dev C++ 5.11 look for Execute. Select Compile.
5).Wait for it to compile. If you were successful there should a
pcsxr.exe in pcsxr source directory>win32.
After following the steps and trying out all the most recent versions of the source codes available. This is my research results I posted after.
Thanks for the reply. It really helped a lot.
I've tried the 1.9.93 beta source code "pcsxr-1.9.93.tar.bz2"
(extracted with 7zip) and got a compile error about "#include
" not found.
I've tried the 1.9.94 alpha source code "pcsxr-1.9.94.zip" and it
compiled successfully. I got a "pcsxr\libpcsxcore\gte_divider.h"
missing error when loading the dev file in win32 folder but it seems
to work okay.
I've tried the up-to-date source code (last modification Feb 18, 2017)
and it compiled successfully. I got a
"pcsxr\libpcsxcore\gte_divider.h" missing error when loading the dev
file in win32 folder but it seems to work also. The background logo
that covers the main window seems to be blank grey until I start a
game.
I solved the winres.h issue by getting this missing Windows h Sample
file from github here:
https://github.com/Microsoft/Window...les/Win7Samples/winui/tsf/tsfcompart/winres.h
and just added it to the root of the project folder. I had to replace
'#include ' with '#include "winres.h"'.
I don't know about the built-in plugins source code. Some don't have a
dev file and they always throw errors when compiling. I've managed to
add working third party ones from emulator zone and the ones from
1.9.93 beta release "pcsxr-1.9.93-win32.zip" and managed to get 1.9.93 working great.

Cannot build EmulationStation (VS2015) from CMake solution file

I'm having difficulties trying to compile an opensource framework (EmulationStation) in VS2015 on Windows. I've never used any of the tools before, apart from Visual Studio - so please forgive me if these are some obvious mistakes.
The guide says i need to do like this:
Boost (you'll need to compile yourself or get the pre-compiled binaries)
Eigen3 (header-only library)
FreeImage
FreeType2 (you'll need to compile)
SDL2
cURL (you'll need to compile or get the pre-compiled DLL version)
(Remember to copy necessary .DLLs into the same folder as the executable: probably FreeImage.dll, freetype6.dll, SDL2.dll, libcurl.dll, and zlib1.dll. Exact list depends on if you built your libraries in "static" mode or not.)
CMake (this is used for generating the Visual Studio project)
(If you don't know how to use CMake, here are some hints: run cmake-gui and point it at your EmulationStation folder. Point the "build" directory somewhere - I use EmulationStation/build. Click configure, choose "Visual Studio [year] Project", fill in red fields as they appear and keep clicking Configure (you may need to check "Advanced"), then click Generate.)
This is how my CMake looks like (it says generating done)
I get alot of compilation errors in visual studio when trying to build though:
1) Cannot open include file: 'curl/curl.h': No such file or directory (compiling source file C:\Users\retropie\Documents\GitHub\EmulationStation\es-app\src\guis\GuiMetaDataEd.cpp) emulationstation C:\Users\retropie\Documents\GitHub\EmulationStation\es-core\src\HttpReq.h
Where do I get this header file from?
2) 'round': redefinition; different exception specifications (compiling source file C:\Users\retropie\Documents\GitHub\EmulationStation\es-app\src\guis\GuiMenu.cpp) emulationstation C:\Users\retropie\Documents\GitHub\EmulationStation\es-core\src\Util.h 18
I have a lot of these errors with round. Am I missing a reference to a library?
Another screendump of some of the errors from VS2015:
Hope someone can point me in the right direction.
I am currently in de same boat as you, trying to get ES building under MSVS2015.
I am also very green, so hopefully others chime in as well.
Regarding the 'round' errors, apparently the MS compiler has no knowledge of these. For this issue, and some others, the newer ES fork by Herdinger has fixed this.
As this is currently the most active ES branch out there, and has the explicit goal of consolidating at least some of the backlog of PRs from the original Aloshi git, I would suggest you use this one.
In issue #4, there is some more information on building in recent VS versions. There is also a link for the precompiled cURL libs, including the header.
Having gone that far, I am sad to say that I still do not have a succesfull build as of yet. Compiling is no problem, however linking gives me a LNK2005 error.
Hope this helps a bit. Let me know how you fare.

Compiling Autotalent v2 Issues with Xcode 5.0.1 and Mavericks

I've been struggling to get Auto Talent from Oli Larkin to compile for some time now. I'm pretty new to Xcode and that may be the issue, but either way I figured I'd see if anyone could help me. I'm trying to compile this in order to make a 64 bit version.
Starting from the top:
I've traced down a few things that I thought were the issues.
Noticed that wdl sdk was missing. Downloaded it from https://github.com/olilarkin/wdl-ol. Added the wdl folder outside of the src folder.
Got some warnings when starting up Xcode 5.0.2. Let Xcode fix them.
Realized that the /Developer/Examples folder doesn't exist in Mavericks. Found https://developer.apple.com/library/mac/samplecode/CoreAudioUtilityClasses/Introduction/Intro.html#//apple_ref/doc/uid/DTS40012328-Intro-DontLinkElementID_2, downloaded the sample code, linked to AUBase as I realized this path needed updating in the AU Build Settings (see screenshot).
iPlug.xcodeproj is in red. Not sure what to do about this. Any ideas? I'm assuming it's important.
Update: Based on the recent comments, I'm now getting somewhere. But, at the moment I'm getting the following errors. This has to do with not having a Lice SDK or something. Is this absolutely needed? If so, do you have the time to elaborate on this and where to get it? Thanks again for all of the help.
It looks like I'm getting another issue as well related to clang. Maybe related to Xcode - Command /Developer/usr/bin/clang failed with exit code 1, not sure.
Note: Before finally getting to the errors above, I had to...
Link CoreMIDI.framework "Frameworks and Libraries" -> "Linked Frameworks" -> App to /System/Library/Frameworks/CoreMIDI.framework.
Set compiler in the build settings to default compiler. Otherwise it said unsupported compiler and threw some warnings. Hopefully this didn't mess anything up.
Rename aeffect.h and aeffectx.h to aeffect.h and aeffectx.h from the VST3 SDK. You can find these files in public.sdk -> source -> vst2.x. Apparently 2.x isn't really supported anymore. After renaming them, I moved them to the VST_SDK folder in WDL as the readme instructed.
the source you have will not compile straight off with recent versions of WDL-OL, since lots has changed. The way to upgrade it is to strip out the pertinent source code (i.e. autotalent.h/cpp and the mayer fft stuff) and re-duplicate one of the template projects in WDL-OL and bring it in to the new folder.
I've done it for you:
https://github.com/olilarkin/autotalent
you can clone this repository into the IPlugExamples folder of WDL-OL, and provided you've put all the SDK files in place it should compile straight off.
oli

Breakpoints not working in xcode 4

I just started using Xcode to program a C++ openCV project.
The project is set up with an external makefile, /usr/bin/gnumake as build tool, and the program compiles and runs fine.
However, breakpoints gets skipped no matter what i do.
I have tried making a new project, selecting between gdb and LLDB, restarting Xcode++
There are numerous threads about this issue, but most talk about "Load Symbols Lazily", but as far as I know, this is not an issue in Xcode 4.5.2.
It is probably my limited Xcode knowledge that causes the error.
Help is greatly appreciated.
I could resolve my similar problem by disabling "Link-Time Optimization" for the Debug build settings.
Make sure that any kind of code optimization is disabled in your debug build settings (code stripping, optimization, etc). Then check that you really run the debug build and not the release version.
It would be great if XCode could automatically warn you when you have build settings that possible break the debugger...

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