How to build Rust from Atom IDE on MacOS? - macos

Trying to learn Rust. Recently installed Atom but found no way yet to build and run a Rust target. I could do this in Sublime with RustEnhanced by just pressing Cmd-B. Installed Atom-build and build-cargo, my Rust setup should be fine since it works from Sublime (and command-line), but from Atom I only get "No build configuration exists". I thought just having build-cargo is enough, the Atom-build documentation apparently says that the build provider (build-cargo in this case) takes care of that. What am I missing?

Finally figured out a way to get what I needed. Install packages script and language-rust. Then simply open a file with extension .rs and hit cmd-i; the file will be compiled and will immediately afterward run, with output displayed in the pop-up window in the lower part of the editor.

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Assistance with Compiling Synergy KVM Software

I'm following the instructions here: https://github.com/symless/synergy-core/wiki/Compiling for compiling on OSX. I've "finished" everything. But I don't understand what to do to install synergy once the compiler has completed? I was expecting a nice output directory somewhere with a synergy.app or something in it. Am I missing something? I've used the GUI method using QT to compile the code as I didnt scroll down far enough initially to realise you can do it on the command line. But either way I've managed to get to the end of the instructions for compiling and I'm a little lost now.
Thanks
Once it's compiled, Synergy binaries are outputted to the build/bin directory inside whatever directory you cloned the Synergy source to (it was ~/git/synergy-core in my case).
You can run ~/git/synergy-core/build/bin/synergy (replacing with whatever your path is) to start the Synergy configuration UI which lets you configure your server or client as desired.

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.

Is it possible to have Xcode completion in new Swift file edition (not in a project)?

Now that I found out that you can actually execute a swift program in command line by calling swift myScript.swift I was thinking about writing a few programs that I usually write in Python with Swift.
Although I can do that in another editor without trouble, I grew used to Xcode's completion (automatically fill existing class names, methods, constructor parameters, etc. that makes coding much easier). However, when I open a single Swift file in Xcode (without including it in a full project) with File > New... > File... Xcode doesn't do any completion.
Is there a special setup to do? Also, from a single open swift file, is there a way to run the script directly in a terminal from Xcode (and maybe use the debugger, etc.)?
As far as I know, Xcode is pretty useless for writing single independent swift scripts. I feel I'm missing something.
All the information I found was either about how to use the REPL in a terminal (and copy paste from a file written in any other text editor), or using Playgrounds (which are nice but incredibly slow when running simple algorithms that perform some nested loops or such), or of course making a small project, which feels way too much for some simple script writing.
Xcode's code completion and related tools work from knowledge of the compile-time and run-time environment of your code... that knowledge is supplied by the compiler. Xcode doesn't know what a compiler is doing with any given file unless Xcode is the one telling the compiler what to do with that file — i.e. the file is in an Xcode project, which specifies how to compile, or in a playground, which implicitly provides a certain compilation/runtime environment.
You can create an Xcode project for a Command Line Tool (using Swift, even). That'll tell Xcode how to compile it, and thus how to interpret it for code completion and whatnot. And hitting Run in Xcode will use the debugger, with command-line I/O in the Xcode window's debug area.
(And if you're looking for other ways besides playgrounds and projects for Xcode to work with Swift files... they do look at feature requests.)

Qt Creator "The program has unexpectedly finished."

Yesterday I installed Qt Creator and the Qt Library 5.0.1. When I created a new project and wanted to see how it looks, so I build and run the program and I got the following error:
Starting C:\Users\Khaled\workspace_qt\Test-build-Desktop_Qt_5_0_1_MinGW_32bit-Debug\debug\Test.exe...
The program has unexpectedly finished.
C:\Users\Khaled\workspace_qt\Test-build-Desktop_Qt_5_0_1_MinGW_32bit-Debug\debug\Test.exe exited with code -1073741511
I got the same error when I tried to build and run the address book application from the example section.
I looked for other questions here, and I read one that said to check g++ version and to change toolchain from the Build & Run section in the setting, but there is nothing that says toolchain. I also read one where it said to try to chnage between debug and release mode, both didn't work. I also just read a post about using Event Viewer to see the lacking dlls but I couldn't find anything.
Why am I getting this error message and how can I fix it?
Thanks
If you run your application by clicking on it or using cmd (basically not through Qt), you will get a Windows system error informing you of the problem. If you're missing DLL's (which you seem to be), you'll be told which ones, although it will only tell you one at a time.

How to get started with D on Mac OS X 10.6 (Snow Leopard)

I've been interested in "D" for a couple of years now and recently decided to start actually playing with it. I've been able to grasp the basics quite easily, I love the basic feature set of the language and the more I read about it, the more impressed I get.
Now, I'm very interested in writing a custom web application server as a hobby project and I want it to be a simple binary, using dynamically linked libraries for the actual web applications. I believe D to be the perfect language for this venture.
There is only one big problem... over the past couple of days, I have been completely unable to get any kind of IDE setup working. I can compile and run everything just fine on the command line, but everything I try in any of the IDE's available (Code::Blocks, eclipse+descent, Xcode with D plugin, and even the windows D-IDE running in VirtualBox on Windows XP Pro) the only thing that ever happens is:
object.d: Error: module object cannot read file 'object.d'
After two days of trying different things and following tutorials, this is really getting on my nerves. I want to learn to use D efficiently, but I need some comfy tool chain that includes code completion in the editor if I want to keep my sanity, which I obviously do.
[edit:added emphasis to the really important bit]
Is there anyone that can help me set up eclipse or (preferably) netbeans (but no plugin seems to be publicly available) to give me compile and run abilities in the IDE, along with code completion? on my Mac, running Mac OS X 10.6?
I want to use the phobos libraries (and therefor a 2.0 compiler) but I don't really care if its dmd or gdmd (gdcmac).
[addition]
I believe we can assume that my dmd compiler installation is in order because it works from the commandline. I just don't want to use it from the commandline because its tedious. The question is about and IDE, the compiler works, its just IDEs that won't
Well, the persistent bugger in me could not leave the problem alone and I finally got it to work.
The required components to get it all working on Mac OS X 10.6 are:
DMD compiler
Eclipse "Galileo" (version 3.4)
Descent
DSSS
a change to /usr/etc/rebuild/default
a new file i hacked together /usr/etc/rebuild/macosx.conf
global and per-project settings for Eclipse
After following these instructions you'll have Eclipse able to do code completion on your D projects and you'll be able to build/run from within the IDE as well.
The actual steps to get it operational are as follows.
install the digitalmars dmd 2.0 compiler
download the binary distribution from digitalmars.com (direct link to 2.041)
unzip the downloaded file into ~/somefolder (that created a ~/somefolder/dmd2 folder for me which I'll use for the duration of this example.)
in the terminal (/Applications/Utilities/Terminal.app) move the files to their destination
sudo mv ~/somefolder/dmd2/osx/bin/* /usr/bin/ enter your login password when asked
move the just copied dmd.conf to its location: sudo mv /usr/bin/dmd.conf /etc/dmd.conf
sudo mv ~/somefolder/dmd2/osx/lib/* /usr/lib/
sudo mv ~/somefolder/dmd2 /usr/
use your favorite text editor to edit /etc/dmd.conf to contain the following:
[Environment]
DFLAGS=-I/usr/dmd2/src/phobos -I/usr/dmd2/src/druntime/import -L-L/usr/lib
Download and install your favorite Mac OS X version of eclipse out of the umpteen hundreds available at http://www.eclipse.org/downloads/ (I picked a cocoa version for c/c++)
Install Descent (almost as per the normal instructions in the wiki)
run Eclipse (don't bother running as root)
goto Help -> Install New Software from the menu bar. (wtf does that do in the Help menu?!)
copy/paste http://downloads.dsource.org/projects/descent/update-site into the url field.
follow on screen instructions to finish installation.
install dsss from sourceforge (direct link to .dmg)
use the installer package on the disk image like any other.
create a file /usr/etc/rebuild/macosx.conf and paste the following snippet into it. (and save, duh)
profile=phobos
compiler=dmd
inifile=dmd.conf
exeext=
objext=o
version=DigitalMars
noversion=GNU
version=MacOSX
version=linux
noversion=Unix
noversion=Posix
noversion=Windows
noversion=Win32
noversion=Win64
version=X86
noversion=PPC
noversion=X86_64
version=D_InlineAsm
version=D_InlineAsm_X86
noversion=D_InlineAsm_PPC
noversion=D_InlineAsm_X86_64
version=LittleEndian
noversion=BigEndian
[compile]
cmd=dmd -version=MacOSX -c $i
flag=$i
incdir=-I$i
libdir=-L-L$i
optimize=-O
version=-version=$i
[link]
oneatatime=yes
#cmd=dmd -L-lphobos $i -of$o
cmd=dmd $i -of$o
# cmd=dmd -L--start-group -L-lphobos $i -of$o
libdir=-L-L$i
lib=-L-l$i
flag=-L$i
[liblink]
safe=yes
oneatatime=yes
cmd=if [ ! -z "$o" ]; then ar rc $o $i; fi
libdir=
lib=
flag=
[postliblink]
cmd=ranlib $i
[shliblink]
shlibs=no
[dyliblink]
dylibs=no
change the /usr/etc/rebuild/default file to read: profile=dmd-macosx
Set up Eclipse to have code completion
In the global eclipse preferences navigate tp D => Build Path => User Libraries
click New, type "std", press OK select the newly created entry, click Add Directory
navigate to /usr/dmd2/src/phobos/std and add it.
Set up Eclipse project.
You have to do this manually for every D project you'll make
Create a new project with the "D => D Project" wizard (thanks to Descent)
Go into project properties (right click project in the Project Explorer and choose Properties)
In the list to the left select D Build Path and in the panel that appears choose the Include Path tab.
Click the Add Library button and choose std in the second page of the wizard.
Configure the extarnal build tool
Go to External tools configurations... (from the dropdown in the little green play button with the toolbox in front of it in the build/run/debug toolbar thingy)
In the list to the left right click Program and choose New from the context menu.
give your config a decent name like "Build with dsss" and set the following options:
Location: /usr/bin/dsss
Working Directory: full path to directory with your dsss.conf file for the project
(if you don't have a dsss.conf file create one on the commandline: dsss genconfig)
Arguments: build (or rebuild, or clean, or...)
repeat steps 2 and 3 above for as many build/run options as you require.
Congratulations, everything should work now.
If for some reason this does not work for you, let me know and I'll be happy to figure out where it went wrong and help you to get it working. If there's a better or simpler way, I'd love to know about it as well.
object.d: Error: module object cannot read file 'object.d'
clearly indicates that it can't find the libraries properly. So, the first question is how your dmd.conf is set up. You need to make sure that it's pointing to the correct places for src/phobos, src/druntime/import, and osx/lib - wherever you put those. Personally, I put the dmd code in a subfolder of home and don't try and install it in /usr, but the instructions do tell you to install them there as the default, so it should work.
Assuming that your dmd.conf looks okay, the most likely situation is that it's actually using the wrong dmd.conf. Per the instructions on the digital mars site ( http://www.digitalmars.com/d/2.0/dmd-osx.html ):
dmd will look for the initialization file dmd.conf in the following sequence of directories:
1. current working directory
2. directory specified by the HOME environment
3. variable directory dmd resides in
4. /etc/
My guess is that you put dmd.conf in /etc and have been editing that one but left the original dmd.conf in
/where_dmd_is/dmd2/osx/bin/
Certainly, I've had that happen to me a time or two. In any case, the first thing that you need to make sure of is that the dmd.conf that you're editing is the one that dmd is using (so make sure that the places where dmd looks first don't have a dmd.conf), and the second thing that you need to make sure of is that the paths in your dmd.conf correctly point to where the dmd stuff is. If those two things are correct, then dmd should find the libraries correctly.
On a side note, I would point out, however, given your comment about wanting to use shared libraries is that shared libraries don't work correctly with D2 right now (I have no idea whether they work with D1 since I don't use D1 - I suspect that they don't though). There have been discussions about it on the D newsgroup ( http://www.digitalmars.com/NewsGroup.html ), so you can look there. It is something on the radar and is being looked into, but doesn't fully work yet. Also, you can look to the newsgroup for further help on D-related issues. It's probably the best place to ask right now.
If it's a question of an IDE, as far as eclipse goes, I believe that the plugin to look at is descent: http://www.dsource.org/projects/descent
Unfortunately, I haven't tried it myself yet, so I don't know how good it is. According to its wiki page, it's primarily intended for D1 but does support D2 to at least some extent.
If you wanna get started quickly (aka Double-click-install): D for Xcode
Requirements:
Xcode
That's it. Installs the latest dmd compiler, so it works in Terminal too etc.
As i keep seeing this question coming back in my search results every now and then, I figured I'd keep it relevant.
Nowadays; In the Mountain Lion era, a much easier solution exists in the Mono-D project
Just install MonoDevelop (or Xamarin Studio) and follow the five minute installation manual
(You can use Phobos on D 1.0. Anyway…)
Where did you install the Phobos and druntime headers?
<the .zip file>/src/druntime/
<the .zip file>/src/phobos/
Usually I copy them into /usr/include.
(Also, try to edit dmd.conf to use the absolute path:
[Environment]
DFLAGS=-I/usr/include/phobos -I/usr/include/druntime/import -L-L/usr/lib
)

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