FSharp.Charting.Gtk crashes on launch - macos

I am new to F# and am trying run my code on a mac. I am using Visual Studio(Xamarin) and used NuGet to install FSharp.Charting.Gtk. I also have Gtk3 installed using macports.
When I try to run this simple code:
open FSharp.Charting
[<EntryPoint>]
let main argv =
Chart.Line([ for i in 1 .. 10 -> i, i * i ]).ShowChart()
It compiles but simply crashes on launch with this lengthy error:
https://pastebin.com/4n8jBMi5
Does anyone know what I am doing wrong? Many thanks

The README in the FSharp.Charting repo says that on Windows, you need to install Gtk# version 2.12.26. I notice that you said you have Gtk3 installed via MacPorts -- but do you have Gtk2 installed? As far as I know, the Gtk2 and Gtk3 APIs aren't 100% compatible, which is why there was a major version number bump. So if the FSharp.Charting code is using the Gtk2 API but you only have Gtk3 installed, that could be the reason. (I don't have a Mac so I can't easily check this for myself).

Related

Class RunLoopModeTracker is implemented in both - Qt

Just to precise I'm a total beginner in this. I check on the internet and it seems that nothing match to this problem.
My goal is to run this github which is a facial recognition program: https://github.com/anisayari/easy_facial_recognition
So here is the error:
Class RunLoopModeTracker is implemented in both
/Users/pierre/anaconda3/lib/python3.7/site-packages/cv2/.dylibs/QtCore (0x1086267f0)
and /Users/pierre/anaconda3/lib/libQt5Core.5.9.7.dylib (0x122fc0a80).
One of the two will be used. Which one is undefined.
From what I understand, I just have to indicate which one to use but I don't find anything about how to do it. Also, It seems to be a recurrent error on Mac.
I had this error on my Mac too. Apparently opencv's GUI tools were conflicting with the PYQT libraries that were also installed on my system in my anaconda/lib/ folder. So to give opencv just one set of GUI tools and since I wasn't sure what else was using PYQT in my lib, I chose to use the non-GUI version of opencv, aka opencv-python-headless. I previously had opencv-python-headless installed on my system, and maybe the two packages can't co-exist in the new version of OpenCV or with Catalina.
I removed opencv-python
pip uninstall opencv-python
uninstalled and reinstalled the headless version (which has no GUI tools)
pip uninstall opencv-python-headless
pip install opencv-python-headless
I don't know if it was necessary to remove then reinstall the existing headless package, but that's what I did. I wasn't sure that opencv-headless would find the PYQT in my lib but it didn't have any problems.

Error installing control v3.0.0 package on El Capitan for Octave

I recently installed Octave using the binary installer found on this site: http://wiki.octave.org/Octave_for_MacOS_X
I then tried to install the control package using 'pkg install -forge control' but it gave me the error 'pkg: error running `make' for the control package.'. I have gone through most of the threads regarding this error but with no success.
I then tried to use MacPorts to install the control package, I followed the instructions on the wiki page above with some help from this thread: Installing general package in octave has error. I believe I succeeded installing the packages because I can see them in the folder tree for Octave and MacPorts says it is installed when using the console.
The problem is that when i run some code in Octave it cannot build as it doesn't know that I have installed any additional packages. Using 'pkg list' in Octave it says that no additional packages installed. I feel like I need to link the two together but I don't know how?
I'll happily explain more if I need to and I hope you can help me out.
Many Thanks,
Sam.
You cannot "link the two together" (assuming you mean the binary version of octave and the MacPorts version).
If you have packages installed via MacPorts for the MacPorts version of octave, then they will only be available from the the MacPorts version of octave, so make sure you are running that.
Otherwise, figure out how to install the package with the octave binary version. It seems you require a build environment for this, but installing the command line tools (which you must have done for MacPorts to work) might have already solved this problem.
It seems to be a problem with gfortan compiler built-in with Octave. To solve this you should install an external fortran compiler.
Try this:
Install Xcode and command line tools for Xcode
Download and install a fortran compiler for MacOS, for example: http://coudert.name/software/gfortran-6.1-ElCapitan.dmg
Change the fortran compiler path in your octave, to this if you installed the compiler that I suggested in point number 2 you only must to open Octave and type: setenv('F77', '/usr/local/gfortran/bin/gfortran').
And Enjoy Octave for MacOS
Octave with control package 3.0.0 on MacOS
You haven't provided enough information for a precise diagnostic, but I had the same error message (and a few more), and re-installing octave from source solved it; see this link for more info, but essentially you can do it by running brew reinstall --build-from-source octave.

How do I build the Mono MDK on mac OS X?

I'm using Xamarin studio to write some C# code on OS X, but I upgraded my computer to OS X 10.11 (El Capitan) developer preview 3, which breaks mono
As per some of the instructions in those threads, I've compiled mono from source, and it appears to work (I can run mono on the command line, etc), however Xamarin studio does not launch because I don't have Mono.framework in my /Library/Frameworks path. I foolishly uninstalled and tried (and failed) when I first discovered Xamarin not working.
I've looked all over, and I've found plenty of instructions for how to compile Mono itself (done) but nothing which tells me how to build and install Mono.framework
I've also tried installing the Mono MDK from the package, then overwriting it's binaries with my custom built ones, but when I do this Xamarin studio fails to launch telling me I don't have the Mono MDK installed.
Can anyone help me out? Thanks
Unfortunately it doesn't appear there is a repo available to build/compile the framework from source. The current Mono MDK package located here only contains the Mono.framework along with the supporting install/uninstall scripts, etc.; current version:
MonoFramework-MDK-4.0.2.5.macos10.xamarin.x86.pkg
The Mono.framework should install to /Library/Frameworks.
If that is indeed the one you've downloaded and installed I would then verify that it has copied the Mono.framework bundle (571.6 MB) into the frameworks directory, open up Console.app then launch Xamarin. If Xamarin doesn't launch again then I would recommend posting the error message here and proceed from there.
Another option is extract the Mono.framework out of the .pkg and manually install it.
You might already have found a solution, but in case somebody else finds this thread; Mono has made a preview version that supports El Capitan:
http://www.mono-project.com/download/

How to get "WebKit for GTK+3 1.3.7" headers for ubuntu?

i'm trying to compile pidgin on ubuntu (mint 17, actually).
./configure says:
"You must have WebKit for GTK+3 1.3.7 or newer development headers"
but which ubuntu package contains this version?
i have several packages named "webkit" or "gtk", and i tried to locate and install other versions, but couldn't find it.
i downloaded the pidgin and webkit sources, but i don't know how to connect them.
(the pidgin support registration seems offline -> hence, here.)
I have a Debian system but perhaps you can do the same :)
First, see what you get with this command on a terminal:
aptitude search webkit |grep gtk
It will shows you all the packages you can install (or already installed) on your system, linking webkit and gtk.
Then you select the package you need : libwebkitgtk-3.0-dev in your case (on Debian)
Hope this helped, See you !
I don't know if this helps but checkout WebKitGTK+. Also this can help, do you have run
$ Tools/gtk/install-dependencies
or the other commands listed on the page?

Installing VisualRuby on a MAC

I'm trying to understand how to install visualruby on a MAC. I work in ubuntu, and I've developed install instructions for Ubuntu and Windows, but I don't know the corresponding instructions for the MAC:
http://visualruby.net/Download
I know that you need to install the Glade Interface Designer. This should install the graphics toolkit, gtk2 as well. Visualruby needs gtk2. After that you can install visualruby:
gem install visualruby
My friend told me that it needs to be run in the X11 terminal. I don't understand any of this. I'd like to develop step-by-step instructions for installing it on the MAC that includes the correct version of Glade/Gtk2. I know that visualruby requires Glade version 2.6 thru 2.8. The latest version of Glade uses Gtk3 which isn't good.
EDIT: Visualruby will also require "gtksourceview2" installed (perhaps via homebrew?)
Step-by-step instructions would be greatly appreciated.
I'm the friend referred to above.
I had the best success with QuartzX11.
I installed glade, gtk+ and gtksourceview via homebrew but perhaps that's not the best way.

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