packrat does not show unused but all packages - rstudio

When I use in my RStudio project the packrat Menue "Clean Unused Packages…" all packages I have ever installed are listed, e.g. even those which have the line library(<pkgName>) in it.
The same happens when I call the function directly with
packrat::unused_packages() or
packrat::clean(dry.run = TRUE)
What am I doing wrong?

Related

What are the differences between CGO invocations in the main package vs a module?

I have written a BPF program that I can install using gobpf, i.e. using their bcc tooling. While this works alright from a main package, this breaks as soon as I move it into a package for importing it as a module.
To clarify: It works with all code in package main, but as soon as I rename the package and move the main() to cmd/command.go it stops working with go run complaining that it can't find an included lib (bcc/proto.h). Incidentally, this is the same error as I always got when running gcc on my .c file without any indication I want to use BPF (the part that gobpf did for me, until I moved its invocation to a module...).
I realize this is question very specific and sits in a weird place between Go, CGo, the way C and C++ handle includes, BPF, and bcc, but I am at a loss here.
You can check out my code here https://github.com/bwNetFlow/bpfdump if that helps. It needs bcc installed in addition to go run doing its thing. Basically:
HEAD is the modularized version that does not work (go run cmd/dump.go)
HEAD~ is my initial experiment that does work (go run bpfdump.go) (you'll get an permission error as user, which is fine as it has compiled anyways).
PS: I think it might have to do with this (rather creative?) construction of bcc/proto.h: https://github.com/iovisor/bcc/blob/master/src/cc/exported_files.cc

Code::Blocks & WxWidgets Matching Release configuration

I am attempting to start a new project in Code:: Blocks (v17.12) using WxWidgets (v3.1.3) on Windows (10).
(For context, I am new to compiling- I'm a script coder trying to branch out. So... don't be afraid to talk to me like I'm an idiot. I'm prepared to accept that possibility.)
I downloaded the official 3.1.3 source, expanded it to "D:\code\wxw"
I successfully compiled it using mingw32-make that came with Code::Blocks-- there is a directory "D:\code\wxw\build\msw\gcc_mswudll" and "D:\code\wxw\lib\gcc_dll", the latter containing .dll files.
So I go into code blocks, and I:
Create New Project -> wxWidgets Project
Select wxWidgets 3.1.x
Project Title "HelloWorld", under D:\code\C++\tinker-- everything else autofilled.
Project details-- my info.
Preferred GUI Builder - None. Application Type - Dialog.
wxWidgets' location: D:\code\wxw
Compiler: GNU GCC
Selected "Create Release Configuration" because that's how it was compiled.
It provides an Output dir of "bin\Release\" and an Objects output dir of "obj\Release\", which I do not change.
Selected use DLL, built as monolithic, and enable Unicode-- the latter matching my compile settings.
When I click next, it tells me "A Matching Release configuration cannot be found in the wxWidgets directory you specified. This means that the Release target of your project will not build."
I've found multiple hits searching on this error message, but they all devolve into discussions of monolithic vs polylithic compiling and critique of other compiler settings and not actually addressing the problem.
EDIT:
Based on http://wiki.codeblocks.org/index.php?title=WxWindowsQuickRef
I used the following settings for compiling. I set them in config.gcc
BUILD=release SHARED=1 MONOLITHIC=1 UNICODE=1 CXXFLAGS=-fno-keep-inline-dllexport
The most important page of the wizard is the 8th page. Based on the settings you gave above, it should look exactly like this:
Also, instead of giving the path on the 6th page, I would define a global variable named wx in codeblocks like this:
Then on the 6th page, you would enter $(#wx) instead of the actual path. This will make using your projects much easier if you ever upgrade the wxWidgets library. You'll only need to change the location in the global variable settings.

F# Interactive, NuGet, and External libraries

I'm trying to run the demo code for suave (a webserver) in Xamarin Studio 5.9.8 on OS X El Capitan.
module ServerTest =
open Suave // always open suave
open Suave.Http.Successful // for OK-result
open Suave.Web // for config
startWebServer defaultConfig (OK "Hello World!")
It works as expected when I actually build the code. But when I try running it interactively, with ctrl + return, I get the error The namespace or module 'Suave' is not defined. I've looked around, and it looks like it's possible to use libraries interactively with Visual Studio. Is there a way to get this to work on OS X?
When you build your code, the information about referenced DLLs is contained not in the code itself, but elsewhere (the project file).
But when you execute the code in FSI, all FSI sees is the code. It doesn't have a project file from which to get references.
But since FSI still needs to load referenced DLLs occasionally (otherwise, it wouldn't be very useful), it offers a way to encode them in the code. This way is described in the page you linked - specifically, the #r directive.
Unfortunately, these directives are not supported when you build the code with the compiler. The compiler will generate an error when it sees them.
So it would seem that you have a choice: either execute the code with FSI or build it with compiler. Can't use the same code for both.
Fortunately, there are a couple of tricks to work around this.
First, you could leverage a special conditional compilation variable called INTERACTIVE and put the #r directive inside an #if such that only FSI will see it, but compiler won't:
#if INTERACTIVE
#r "./path/to/my.dll"
#endif
Second, you could create a separate script file that will load references and then load your actual code file:
#r "./path/to/my.dll"
#load "./my_code.fs"
And then execute this script file with FSI.
In both these cases, the paths are relative to the script file.
This means that the "not found" error you're getting is probably due to incorrect path to the Suave DLL. I seriously doubt that the DLL is located in the same directory with the code file. And also that it has no extension.

Building Application Packages with multple packages and references in Mathematica

I am building an application package in Mathematica. The application contains multiple packages and refers to other application packages
To set everything up, I have used and followed the application packages instructions of the help section of workbench which is also available at:http://reference.wolfram.com/workbench/index.jsp?topic=/com.wolfram.eclipse.help/html/tasks/applications/introduction.html under the Packages and Applications subsection but...
I have implemented and tested single package application packages and the all seem to work fine.
My Multiple packages and application is not working fine at this moment because of the following identified problems:
a) the main package of the application calls functions implemented in the extra packages, but these function seem not to be recognized there. I have tried even to explicitly call them in the main package using the Needs command at the beginning of the package with no avail. *What am I doing wrong?*The extra packages are all in the application folder as the help directs to do.
More specifically:
The main package and the application are named OptMainFuncAll` so the main package OptMainFuncAll.m begins with
BeginPackage["OptMainFuncAll`"]
The extra packages IntermFunct.m and VolCandExt.m begin with:
BeginPackage[ "OptMainFuncAll`IntermFunct`"]
BeginPackage[ "QuadOptMainFuncAll`VolCandExt`"]
Yet functions defined in IntermFunct.m and VolCandExt.m are are unknown when called for in
OptMainFuncAll.m -- What am I doing wrong?
Ihave even tried explicitly declaring
Needs[ "OptMainFuncAll`IntermFunct`"]
Needs[ "QuadOptMainFuncAll`VolCandExt`"]
at the beginning of OptMainFuncAll.m and it has not solved my problem
In addition I have made a reference to a second application package (BasicSym )and workbench shows it as referenced, but its functions also seem unknown in OptMainFuncAll.m .
I have also tried beginning OptMainFuncAll.m with
BeginPackage[{OptMainFuncAll`, BasicSym`}]
and it did not work; the console at run times returns the message:
BeginPackage::cxt: Invalid context
specified at position 1 in
BeginPackage[{OptMainFuncAll,
BasicSym}]. A context must consist of
valid symbol names separated by and
ending with `. EndPackage::noctx: No
previous context defined.
I am sure I am making some stupid application package developer mistake, but I can't seem to put my hand on it.
If you can just tell me the exact package declarations in BeginPackage[?] for the main package, the extra packages and the referenced packages with the names I provided here for everything to work smoothly, i'd greatly appreciate.
Please Try:
BeginPackage["OptMainFuncAll`",
{"BasicSym`",
"OptMainFuncAll`IntermFunct`",
"QuadOptMainFuncAll`VolCandExt`"}
]
The current package name is the first argument, while the second argument is a list of package names (contexts) that it will depend upon.

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
)

Resources