I'm using vcpkg for a little while in a Windows project with a few external libraries, and internal ones too. Now project is going to be ported to macOS and vcpkg seems to help a lot on getting those external libraries on macOS.
Can I manage my own libraries with vcpkg?
Can I manage my own libraries with vcpkg?
Yes take a look at overlay-ports
You basically write a manifest (vcpkg.json) and a portfile.cmake for your library and have it in an overlay or custom registry.
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I develop a utility in Go that requires recent version of sqlite. I'm interested only in targeting specific architecture, to be specific: x64 linux. I'm developing that utility on Mac OS X. I'm using go-sqlite3 driver. I use GNU Make + Glide to build my utility. In order to cross compile on my Mac I pass specific arch flags to make.
Repos on Linux platforms that I'm targeting usually have quite old versions of sqlite that don't have features that I need in my utility.
I can manually compile and install required version of sqlite on all the platforms that I need, but it is quite cumbersome. I wonder if there is a good way to either statically link a specific version of sqlite or somehow bundle a utility with specific version of sqlite dynamic library.
Even though I mention sqlite a lot, this question can be generalized to other libraries: how to bundle a golang app with a specific version of C library an outdated version of which may be installed on the target platform.
Also: how to better organize development of that utility so that other devs won't need to manually compile and install specific version of the library - the preference is to use Makefile that would build all the binaries for required target platform. I see that I can just copy code of specific version of library (e.g. sqlite) to my utility's repo though I wonder if there is a better option - maybe I can somehow use glide dependencies for that purpose and build library that I need as part of my other dependencies.
I'm using the latest github version from https://github.com/bulletphysics/bullet3
To generate the visual studio solution, I've used the 'vs2010.bat' located in bullet3/build3. This sets it up as static libraries however. If I change the configuration type to dynamic, the .dlls are generated properly, but no .lib-files.
I've also tried using CMake with "BUILD_SHARED_LIBS" enabled, but again, no .lib-files are generated.
What's the proper way of building bullet as shared libraries?
At the moment it is not possible using Visual Studio on Windows to generate import libs (.lib) when using shared libraries for Bullet. The reasons is that no symbols are explicitly exported. Shared libraries work fine using gcc or clang on Linux and Mac OSX. It would require quite a bit of work to instrument the code to fix this issue.
See also https://cmake.org/Wiki/BuildingWinDLL
I want to develop a programm in Go with a multi-OS GUI in wxWidgets, my dev environment is WinXP x86.
I wanted to use the wxWidgets Go wrapper wxGo, but the documentation is very succint and the project seems dead since 2 years.
I encountered some errors with the go get github.com/JeroenD/wxGo and go install github.com/JeroenD/wxGo
Result of go get github.com/JeroenD/wxGo:
package github.com/JeroenD/wxGo
imports github.com/JeroenD/wxGo
imports github.com/JeroenD/wxGo: no Go source files in C:\Documents and Settings\dell\Mes documents\gopath\src\github.com\JeroenD\wxGo
Result of go install github.com/JeroenD/wxGo:
can't load package: package github.com/JeroenD/wxGo: no Go source files in C:\Documents and Settings\dell\Mes documents\gopath\src\github.com\JeroenD\wxGo
I tried to follow the Building.txt doc from JeroenD's github. First time, I downloaded and installed wxWidgets, the sample codes were able to compile (with MinGW), but I was not able to compile the wxWidgets library from source. The second time, I downloaded and installed wxPack, with libs/dll already compiled. Here, the problem is I can't compile the wxWidgets samples.
As stated in the Buiding.txt doc from JeroenD's github, I installed SWIGWIN, but did not compile it from source as SWIG now supports Go (from SWIG's documentation). But now, I don't know what to do with a wrapper (wxGo), wxWidgets dll/libs, and SWIG. I think I read that SWIG needs *.i files to make bindings from language to another, but I can't find any in my wxWidgets folder, perhaps I have to take these files from another wxWidgets binding (wxLua and wxPython have these in their repos).
My goal is just to get the wxWidgets lib working with Go to be able to write a multi OS GUI in wxWidgets, I'm a bit surprised that nobody had posted problems with JeroenD's package nor wanted to get wxWidgets working with Go.
As you may ask, building a gtk GUI with go-gtk is not a solution, as it is needed in my project to have a multi-OS GUI looking OS native (if you have a multi-OS GUI lib which looks native and is simpler to use, please tell me).
According to the Building.txt file:
To build the wxGo library:
cd wx
make install
So, despite this being a Go package, it doesn't seem to use any actual Go code (if you look in github.com/JeroenD/wxGo you won't see any .go files).
I think, in cases like this, you need to use git (instead of go get) and make install instead of go install.
On windows you may want to get the Git for Windows installer to make this process a bit simpler.
Once it's built it looks like you can use
import "wx"
as usual in your go code (minimal example at https://github.com/JeroenD/wxGo/blob/master/example/minimal/minimal.go)
wxGO wxWidgets wrapper for GO is live here wxGO MultiOS
QML may be a better choice, it helps deal with wxWidget or QT underwear.
I am atempting to build a Multiplatform desktop application using WxWidegts. As the IDE I am using Codlite. Version info is
Codlite: Revision 5770
WxWidgets: 2.9.4
OS: Windows 7
Compiler: g++
The problem is, after compiling, trying to start the program will give an error that tells me wxbase294u_gcc_cl.dll is missing. I thought maybe its a debug library thing, so I set the build configs to release but still the same error.
My understanding was that Wxwidgets builds nativly to the OS so it shouldn't be dependant on such a large dll. The dll exists in the libs that was installed by Codlite, but the system does not seem to pick it up.
Am I supposed to build using VC++? not sure how to set that on the build settings.
I've been a WebApp guy for a long time and new to Cross-Platform devlopment, so help me out if I'm going the wrong way.
Thanks in advance.
The wxWidgets library code must be linked to your application code. This can be done in two ways: A) to use static libraries, which are linked to your application executable when it is built, or B) to use DLLs, which are linked to your application when it runs.
From your question, you have built your application to use DLLS.
You have two options to fix this problem. Easiest will be to copy the required DLLs into your application folder.
You can also change the codelite options to use wxWidgets static libraries - you will need a codelite expert to help you to do that.
I took a quick look at the codelite webpage. It does look like codelite uses wxWidgets DLLs by default. To change this, you will need to built wxWidgets the "DIY" way as described here but set the SHARED make option to 0
First, I am sorry about my English. That's not my language.
I am developing an application in QtCreator, Linux. When the IDE asked me about the libraries I would use, I just leave the selected ones (they was not enabled for unchecking). Now, I have to run the compiled file in RedHat 5, but it doesn't run. It tells "Error while loading shared libraries: libQtGui.so.4: ...". So, how do I fix this problem?
I should not install Qt libraries in RedHat (it's a server). I prefer to compile the Qt project including needed Qt libraries (into self compiled file, or in the same directory).
Please, can you tell me some idea??
If you cannot install qt you have two main alternatives:
Deploy the libraries together with your application (how you do this depends on the way you deploy your application. It may suffice to do a manual copy.)
Statically link with the qt libraries. They will then be included in your executable (which will be much larger as a result). Static linking
Some pros and cons of static vs dynamic linking are discussed in this thread.