In one of our projects we have used Gstreamer good plugins. I see that each element has a Makefile for building.
Now I wanted to upgrade rtpmanager code (https://github.com/GStreamer/gst-plugins-good/tree/master/gst/rtpmanager) inside Gstreamer. But, I see that there are no Makfiles anymore but 'meson.build' file.
Currently our project build does not support meson. So, is there a way to convert the latest rtpmanager code involving meson.build to traditional Makefile kind of build so that I can integrate its latest changes into my project.
Meson does not and never will generate makefiles.
Qemu meson PoC is using a tool to convert ninja files to Makefile:
https://github.com/bonzini/qemu/blob/meson-poc/scripts/ninjatool.py
Related
This is the first time I am trying to build something from the source codes. I was trying to make a console program out of WebRTC native code.
I followed official guide and checked out the source code.
As the guide says,
To generate IDE project files, pass the --ide flag to the GN command. See the GN reference for more details on the supported IDEs.
I used this command to generate Xcode project:
$ gn gen out/Default --ide=xcode
But the Xcode project generated does not compile. Xcode kept telling me it could not find those files.
Is it because I did not do ninja -C out/Default? I am confused — am I supposed to still compile the whole source codes using ninja while I have generated an Xcode project using gn?
am I supposed to still compile the whole source codes using ninja while I have generated an Xcode project using gn? => yes
See https://dev.chromium.org/developers/how-tos/debugging-on-os-x/building-with-ninja-debugging-with-xcode for further details on building with Ninja and debugging with Xcode.
I need to compile some of program in Yocto and this program compile by build script.
Build script doing make(using MakeFile).
As we know, if we don't using bitbake, Yocto need SDK tools. But I can't using SDK tools. So I have to build by recipe.
It is too complicate to using cmake or oe_runmake(for me).
You have to use oe_runmake as it will handle cross-compilation and other stuff for you. You can use devtool to help you create recipe. If makefile is done correctly, recipe is straightforward.
I'm developing a C++ application in Code::Blocks.
My program has a few dependencies and has to run under Linux and Windows, this is why
I use Code::Blocks.
Now I'd like to include Travis CI for testing the builds.
On the Travis server, where I have no X11, I won't be able to run Code::Blocks. How can I build my project without Code::Blocks. (Is there a possibility to create "a Makefile" out of the .cbp-file?
This page (Code::Blocks Wiki) mentions there is a --build flag, but you need Code::Blocks & X11. Is there a server way without X11?
You can not run anything which require X11 on Travis, and as far as I know, there is no way to launch a build using Code::Blocks without requiring X11.
The best choice would be to set up your project differently, for example using a Makefile. You will be able to configure Code::Blocks to use your Makefile and also to build on Travis using the make command.
You can also consider using CMake (especially if you are not familiar with Makefile syntax, but not only). This will let you configure your project in a more high level way (compared to a Makefile), and then you will be able to generate a Makefile or a project for the IDE of your choice.
I used cbp2make (C::B Forum entry).
It is quite simple
cbp2make -in project.cbp -out Makefile
and it worked immediatly, even with a more complex configuration
than a simple command line project in Code::Blocks.
It also generates the same build targets as in Code::Blocks. For example make Release would work.
The debian package list shows only a few dependencies, so X11 is not required.
I have a Cmake project where I use static libraries from another project (which uses its own unique build system).
I have a bash script set up which compiles the libraries.
The problem arises when a new user checkouts both project. The new user cannot do cmake until the libaries are properly compiled in the other project, and the cmake command find_libarary cant find them.
I made the bash script part of cmake by using the command add_custom_target. But the issue is that it only execute if you do a "make".
Is there a way I can make CMake execute a command while its generating a build system. Or a better way would be to have it ignore the find command until the actual make?
Thanks
Why not LINK_DIRECTORIES(xxx) to the library folder and don't use find_library at all.
Sure, execute_process() function.
Simple question. Are there any tools for generating Xcode projects from the command line? We use SCons to build our cross-platform application, but that doesn't support intrinsic Xcode project generation. We'd like to avoid creating the project manually, since this would involve maintaining multiple file lists.
Look at CMake. You can generate XCode projects from it automatically. I found a previous StackOverflow question about its usage here. To get it to generate an XCode project, you use it as such:
CMake -G xcode
You can use premake (http://industriousone.com/premake) to generate Xcode projects. It can also generate Visual Studio projects.
For the benefit of anyone who lands on this question, I’ve actually just pushed an Xcode project file generator for SCons up to Bitbucket.
I think that your question should be "Is there a way to generate an XCode project from a SCons one?". I suppose, by your asking and by reading the others, that the answer is 'no'.
SCons people should know it better. I think they will be happy if you contribute a SCons Xcode project generator.
In the meantime you may choose to switch to CMake or to create your XCode project by hand that, given a good source tree organization, may be the best pragmatic solution.
qmake in the Qt toolchain generates Xcode projects. You can at least download it and take a look at its source here (LGPL).
You can generate a XCode project using the python based build system called waf. You need to download and install waf with the xcode6 extension:
$ curl -o waf-1.9.7.tar.bz2 https://waf.io/waf-1.9.7.tar.bz2
$ tar xjvf waf-1.9.7.tar.bz2
$ cd waf-1.9.7
$ ./waf-light --tools=xcode6
That will create a waf executable which can build your project. You need to configure how to generate your XCode project inside a file called wscript that should reside in your project folder. The wscript file uses Python syntax. Here's an example of how you could configure your project:
def configure(conf):
# Use environment variables to set default project configuration
# settings
conf.env.FRAMEWORK_VERSION = '1.0'
conf.env.ARCHS = 'x86_64'
# This must be called at the end of configure()
conf.load('xcode6')
# This will build a XCode project with one target with type 'framework'
def build(bld):
bld.load('xcode6')
bld.framework(
includes='include',
# Specify source files.
# This will become the groups (folders) inside XCode.
# Pass a dictionary to group by name. Use a list to add everything in one
source_files={
'MyLibSource': bld.path.ant_glob('src/MyLib/*.cpp|*.m|*.mm'),
'Include': bld.path.ant_glob(incl=['include/MyLib/*.h', 'include'], dir=True)
},
# export_headers will put the files in the
# 'Header Build Phase' in Xcode - i.e tell XCode to ship them with your .framework
export_headers=bld.path.ant_glob(incl=['include/MyLib/*.h', 'include/MyLib/SupportLib'], dir=True),
target='MyLib',
install='~/Library/Frameworks'
)
There are a bunch of settings you can use to configure it for your project.
Then to actually generate the XCode project, cd into your project folder where the wscript is and run your waf executable like
$ ./waf configure xcode6
A promising alternative to CMake which can generate Xcode projects is xmake. I haven’t tried it yet, but it looks good from the documentation.
Install xmake, create a simple project file (xmake.lua):
target("test")
add_files("src/*.cpp")
Then you can either do a command-line build:
xmake
or create an Xcode project:
xmake project -k xcode
Note that currently xmake seems to invoke CMake to generate the Xcode project, although they say they plan to add native Xcode project generation at some point.
You could use Automator to generate them for you.
I checked and there is no prebuilt action.
Therefore you would have to record your actions with Automator to do this.