How to create visual studio projects that use LLVM - visual-studio

I'm trying to use LLVM to implement a compiler for a toy language. Something like the Kaleidoscope Tutorial. I'm using Visual Studio on 64 bit Windows.
I've managed to build LLVM and clang using VS, but now I want to use the LLVM libraries in my own project. It seems like a silly question but how to I do this? What compiler options do I need? What libraries should I link with etc. etc.
As far as I can see this isn't covered anywhere in the LLVM documentation although I could have easily missed it.

I discovered llvm-config which is designed to solve the problems I'm having. It often seems to give incorrect information (for instance llvm-config --includedir is wrong) but it at least gives me a list of libraries to link with.
I suppose I could also use CMake to generate project files, but CMake seems to be difficult to learn from free resources.

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Opensplice failed to build dcpsisocpp2

I downloaded the latest source code of Opensplice DDS from https://github.com/ADLINK-IST/opensplice and tried to build it by following its instructions (source setenv, source ./configure, then make ..) in my Cygwin 64 bit.
The build (make command) appeared to be completed, but a number of modules such as dcpsisocpp2, durability, spliced didn't get built (I can't find dcpsisocpp2.dll, etc).
I wonder if anyone who is familar with Opensplice's makefile system can direct me to solve the problem.
You should identify you are going to use community or enterprise version.
It seems the community version doesn't have spliced and durability services. Also, dcpsisocpp2 use C++03 which is a very old C++ standard, that when you use C++11 or C++14 writing your application, you might get some warning or error and spend lots of time fixing compile problems.
Try to use dcpssacpp which follows the C++11 standard.

How to install wxWidgets with Code::Blocks?

I'm a windows developer and I need to use Code::Blocks
to develope multiplataform C++ GUI applications.
After installing Code::Blocks and wxWidgets in my first try to do a simple "Hello World" application, the IDE show me a box with $(#wx)
What is the $(#wx) ?
Googling for tutorials I see this
What is the -g ?
Finally the following error message appear:
For 3 days I'm trying over and over again without success !
I even try wxPack. Nothing works !
With VC++, C++Builder and even wxDev-C++ this is straightforward
Only Code::Blocks is so difficult !
Googling, I find many people with the same error, but the advices they get didn't work for me !
Can someone tell me step by step what I must do?
Thank you.
Your frustration comes, as usually does, from your ignorance. If your are required to learn about C::B, well, that's life. Don't waste time on getting so angry, life is short.
CodeBlocks are not tied to a compiler. You can use VC++, MinGW, TDM-GCC, GCC, etc. Thus, you must tell C::B the compiler to use. You may use different compilers for different "targets" (see below).
C::B is not tied to any library either. If you want to use wxWidgets you must tell C::B about the needed files and where to find them.
It's very common that people who use C::B use MinGW as the compiler. That's why when you first install C::B it searches for MinGW and, if found, set it as the default compiler. You can set your own preference in Settings->Compiler. Same goes for the debugger, usually GDB.
As a side note, be aware that MinGW is ONLY 32 bits. There's a different compiler (MinGW 64). TDM-GCC offers both compilers (and their GDB versions) at once, I recommend installing 32/64 versions in different folders and setting them in C::B as different compilers. For Linux, the "mother" GCC is the de-facto standard.
When you build your app you must define a target. This is nothing else but a way of telling things like "I want a 32 bit library" or "I want a 64 executable". In your required project you may set several targets. Select the desired one before compiling (combobox in the main tool bar).
While developing it's very advisable to set a target as a "debug". This means you want to use the debugger. This requires to use "debug symbols". With GCC (or one of its "children", MinGW...) you acomplish it but adding -g as a flag to the compiler.
Now you understand that probably you set not only one, but several targets like "release 64 exe", "debug 32 exe" etc. Right?
wxWidgets joins in scene
Despite C::B is made with wxWidgets, it doesn't ship with it. Download the version you like from wxWidgets site. While some binaries are offered, if you use some other compiler or some other parameters then you need to compile wxWidgets on your own. See the docs/msw/install.txt and learn about the different configurations (release, debug, static/dynamic lib, etc). Your "target" must match the wxWidgets configuration, so better build several versions, same as your targets. And don't forget to use the same parameters for your app target as you used to each wxWidgets target. You can do this at Project->Build options.
As with any compiler you must tell where to find the libraries and the headers. And the libraries you want to use. The Windows libraries (kernel32, user32, etc, they are a lot, ask in another thread) and the wxWidgets libraries.
When you update your app perhaps you use a newer wxWidgets version, but also want to support an older version with other wxWidgets version. You have several folders. For your project you should update all directories. Can this be done shortly? Yes. in C::B you can define variables(e.g. $wx31dir) and use them like $(wx31dir)/include. Redefining the var saves you a lot of typing.
You can use a global var $(#wx31dir) or several, project fitted vars. Your decision.
Finally, C::B offers a project template for a wxWidgets app. It will ask you some locations (wx dirs) and vars. If you don't understand well what it does, better don't use it and set everything on your own. First time is hard, I know. Go ahead and you'll get it if you pay attention to needed steps.
Have you read the CodeBlocks manual?
Since you having hard time using C::B, I suggest you switch to CodeLite which I find simpler to start with than C::B (My experience). Everything you need is documented on CodeLite Wiki. Creating project is well documented with screenshots but before you compile, open environment variables (Settings->Environment Variables) and add line WXWIN=/path/to/your/wxwidgets/installation and compile as it is explained there.
Ouch....
You do not need to interact with code::blocks at all to use wxwidgets.
You can simple download wx header and binary package (depends of your compiler), place it on directory and import (with #include) it in your source code.
I do not see what is relevant to C::B? You can use any library without compiling and setting any variable in your editor (IDE) - but then you lack of lot of feuters.
I hope that
Using wxWidgets Pre Built Binary in CodeBlocks at wxWidgets wiki
and
Using wxWidgets (MSW) 3.0 Binary with Code::Blocks Scripted Wizard
would be best and useful answer for your question.
Even I want to use wheel for my convenience every day, but I don't want to invent the wheel every day again and again.
Even that your question is about wxWidgets and Code::Blocks for MS Windows, and that the answer links are of the wxWidgets and Code::Blocks own,
For recommended stability, I include the full screenshot of this document of wxWidgets own wiki
and
this of Code::Blocks own wiki

How to integrate a custom clang into Xcode 5?

What is the best way to integrate a custom clang toolchain
into Xcode5?
I tried to replace the standard clang with mine and got many errors about missing header files.
You can't. Apple patches Clang before it ships it with XCode, to accept certain options that the IDE uses when calling Clang.
You can always use a non-XCode project build system and build outside the IDE. Or use a different IDE.
If you still want to try, it sounds like you didn't configure Clang correctly to find all your system's header files. You need to configure Clang to use the ones you want using
--with-c-include-dirs
--with-cxx-include-dirs
or something like this. Inspect LLVM's configure --help output on the real options and what they should be, I can't seem to find any decent documentation currently.

Writing an IDE, use GCC to compile

I want to write an own c/c++ IDE with syntax-check etc. And of course I need a compiler-functionality. For this I want to use gcc, I think it is a good option, isn't it? The IDE should not call a gcc-binary to compile, it should include the gcc source code, because after compiling the IDE I want a stay alone executable.
So my question: Is there sth like a tutorial or a good hint how to realize this?
btw it's for Mac, I'll write the IDE with XCode
Thank you!
Use LLVM's Clang and its libClang API, it's built for this purpose. GCC is not made to be used as a library.
You might develop a plugin for GCC, or a GCC MELT extension. But it could be that on MacOSX GCC plugins are not supported yet. You might also look into GCCSense which might fill some of your goals (but I never used it).

Using a .lib built with Visual Studio in Eclipse/CDT/gcc

I am having some trouble compiling a programm with gcc on windows which was initially developed with Visual Studio. So far I was able to resolve almost all problems like missing header files and such, but now I am stuck at one last thing: gcc fails to link to one of the third party libs my program uses (FlyCapture2.lib). It tells me that it does not find any of the functions/methods there. I already checked if the library is actually on the library path and that sort of things, but it still does not work.
I searched a bit around and learned that it might have something to do with the format of .libs created with the Microsoft compiler. Is there any way to convert such a lib to be compatible with gcc? Anything else I might have missed?
(I already found this similar question, but its solution won't work here)
In this page the author gives several ways to achieve what you want

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