When I compile with SFML, does the computer running the .exe need to have any of the SFML or other files installed or can it just run the application without worry.
Sorry for the noob question just wondering because I want to use SFML for a programming assignment and this is my first time. Thanks in advance
First of all, your question is a little confusing in that when you say "compile with SFML" it sounds like you are using SFML as a compiler. This is simply impossible as SFML is a library not a compiler so I'm going to assume you mean "compile a program that makes use of SFML".
Second, It sounds like you are compiling from the command line rather than from an IDE but I will answer both. In summary though you will need to "tell" the compiler in some way that you are making use of SFML; just using import is not enough. This is instead done by linking the necessary SFML libraries.
Command Line on Linux
Assuming you have the files downloaded, navigate to their directory (SFML-x. I believe) and use the command sudo make install to install the libraries.
To link files from the command line, you need to use the -l tag for linking (that's dash L, not dash 1). For example, if I made a small program called circle.cpp that makes use of SFML like below:
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(240, 240), "Test Window");
sf::CircleShape circle(20.f);
circle.setFillColor(sf::Color::Red);
while (window.isOpen())
{
window.clear();
window.draw(shape);
window.display();
}
return 0;
}
Then to compile (using g++ for example), I would just need to write the following command: g++ -c circle.cpp. However, to create the final .exe, I would need to link the outputted circle.o file with the appropriate SFML libary like such: g++ -o circle circle.o -lsfml-graphics.
IDE
IDE's such as Microsoft's Visual Studio are much easier to work with than the command line for SFML. In an IDE, you need to set settings within a section called "External dependencies" to include SFML libraries. You will also need to link the SFML libraries within a "Linker" section. These sections are generally sound in your project settings. See SFML's very good tutorial here for screenshots and such that will make my description a lot more understandable.
I am not 100% sure what you are asking, but I think you are asking how to use and compile SFML.
The best thing you can do is go to the official SFML documentation. It is really well written and explains everything you need to get up and running.
You can find an official tutorial for getting started here:
http://www.sfml-dev.org/tutorials/2.3/start-vc.php (This is for Visual Studio)
If you follow through each step carefully, SFML should run perfectly. Also, if you need Visual Studio, you can download it for free from here:
https://www.visualstudio.com/products/free-developer-offers-vs
Related
Related:
How to compile srlua?
How do I Make an executable Lua script using srlua?
The first link is the exact question I am asking here. However, the sole answer is unsatisfactory as it assumes multiple things, namely that the OP is already using Cmake (a fact disproved by the OP's comment on the answer). The second link seems to already be most of the way through a tutorial, and while a link to precompiled binaries for both srlua.exe and srglue.exe are provided, the link no longer contains binaries but instead the source.
I have found several other threads on various websites all asking the same thing, but all of them either assume that you essentially already know how, or explain nothing (many have potentially helpful links, but they are old and no longer work).
I have already tried to compile srlua, and got a srglue.exe, but when I tried srlua.c I ended up with a list of undefined references (such as "lua_type" or "lua_getfield").
lua_getfield, lua_type, lua_settop, lua_getfield, lua_type, lua_settop, lua_pushstring, lua_pushinteger, lua_call, lua_pushfstring, lua_load, lua_tolstring, lua_tointeger, lua_touserdata, luaL_openlibs, lua_createtable, lua_pushstring, lua_rawseti, lua_setfield, luaL_checkstack, lua_pushstring, lua_call, lua_tolstring, luaL_callmeta, lua_type, lua_type, lua_typename, lua_pushfstring, luaL_newstate, lua_pushcclosure, lua_pushcclosure, lua_pushinteger, lua_pushlightuserdata, lua_pcall, lua_tolstring, lua_close
My question is this:
How does one use a C compiler (I know the basics of gcc) to compile srlua specifically? Or, if anyone has a functioning link to either precompiled binaries or a tool to compile the binaries, could they share it?
Important: I am on Windows. Thus, I cannot just use make. I must actually compile the .c files to .exe files. I am asking how. If you simply provide links to threads with the aforementioned problems, you are not helping. If you give an answer that assumes in-depth prior knowledge of a particular tool that does not have good documentation, you are not being helpful. If you tell me tools to use, but not the specific procedure for compiling srlua, you are not being helpful. If there is a better place for this, tell me and I can move it there.
I don't know any Windows pre-compiled binaries for srLua.
To compile srLua, you should first install the Mingw compiler to use GCC as a C compiler : you can install TDM-GCC (https://jmeubank.github.io/tdm-gcc) or http://winlibs.com.
You can then open a Console prompt. Enter the "gcc" command to be sure that the compiler is working (and that the PATH is correctly set).
Then go to the directory you extracted the srLua source files and type the command :
mingw32-make
Cross your fingers and it should compile everything :)
When linking, you should include the Lua libraries with the -l Switch : -llua54 for Lua 5.4 library for examples.
I found this already compiled release on webarchive, it's kinda old but works:
https://web.archive.org/web/20130721014948/http://www.soongsoft.com/lhf/lua/5.1/srlua.tgz
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
I have installed MinGW on my windows7 machine, using instructions from here. Basically I used the GUI installer assistant called mingw-get-setup.exe. The installation manager allowed me to select a package called mingw32-libpthreadgc which installs bin/pthreadGC2.dll and bin/pthreadGCE2.dll.
To my knowledge that is not sufficient to compile code depending on the pthread library. E.g. trying to compile a file with a header-include like #include "pthread.h" - to no surprise - results in a "file not found" compile error. I can't find that header in my MinGW directory. If I use includes/headers from elsewhere, I'm afraid they might not match with the DLL's interface. How is this meant to be working?
(Furthermore I like to use CodeBlocks as the IDE. How would I set up a simple "HelloWorld"-like pthread program to get it all to work? There seems to be a lot of conflicting messages out there on how to set it up. Use "-pthread" vs "-lpthread". Set it in compiler and linker settings, right? Copy-paste the DLL's? What else???)
I had similar problem, https://www.sourceware.org/pthreads-win32/ this did job for me,
I used this in combination with mingw32. It also has nice README file.
Is it possible to compile libexif with Visual Studio 2010? I have been trying to do so and have been running into a whole slew of problems. I cannot find any information about whether anybody has successfully done this before. I know I can use MinGW to compile the library, but I am in a situation where I need it to be compiled with Visual Studio and then need to link to it from a Visual C++ app. Is this possible?
To answer your question: Yes it is possible... but it is a bit of a hack. Libexif uses functions that MSVC has chosen not to implement. See my working example VS2010 project below (if you don't like downloading files then skip to my explanation of what needed changing to get it to work below):
https://www.dropbox.com/s/l6wowl8pouux01a/libexif-0.6.21_CompiledInVS2010%2BExample.7z?dl=0
To elaborate, the issues that needed a "hack" (as hinted in the LibExif readme-win32.txt documentation) are:
Libexif uses inline in several places which is not defined in VS for C, only C++ (see this)
Libexif uses snprintf extensively in the code which is not defined in VS (see here)
You need to create the config.h yourself without a ./configure command to help you. You could read through the script but most of it doesn't make sense for Windows VS2010.
You will need to define GETTEXT_PACKAGE because it's probably setup in the configure file. I just choose UTF-8, whether that is correct or not I'm not sure.
There was a random unsigned static * that needed to be moved from a .c file to the .h file as C in VS doesn't allow you to create new variables inside functions in the particular way they were trying to do.
Read the "readme-win32.txt" file. Advice is:
hack yourself a build system somehow. This seems to be the Windows way of doing things.
Don't get your hopes up. The *nix way of doing things is the configuration script that needs to be run first. It auto-generates source files to marry the library to the specific flavor of *nix. The configuration script is almost half a megabyte. Three times as much code as in the actual .c files :) You cannot reasonably get that working without MinGW so you can execute the script. Once you got that done, you've got a better shot at it with a VS solution. As long as it doesn't use too much C99 specific syntax.
I'm using Visual Studio .NET 2003, and I'm trying to port code I've written and compiled/run successfully in Linux GCC to Windows.
I'm a newbie when using VS. I've created a new project, and added all the .c and .h files I have into the project by Project -> Add Existing Items, then chose all the .c and .h files.
I'm not familiar with how exactly compilers and linkers etc work, but is there a difference between how VS and gcc compile/link #include files? My habit of programming in Linux has been to have one main.c file, and #include all other .h or .c files that I need. Then I would only compile the main.c file. But in VS, it seems as if the #include files are not "seen" by the program, because I'm getting errors that tell me certain structures or variables were not declared, even though they are in my user-defined header files.
I'm also getting errors like DIR is an undeclared identifier. I've included , so why can't it recognize DIR?
Thank you.
Regards,
Rayne
Consider compiling your program with windows port of gcc (from Mingw32 or Cygwin) first. This will provide you with more familiar environment. If you'll still have to compile everything with VC++, you'll have more incremental process of porting.
Also, it is not evident from your post, but it seems you are trying to use dirent.h. Note that dirent.h (and corresponding libs) is not included with VC++.
One of the best ways to learn would be to start with the smallest application that you can compile on both. Expand this working and portable application step by step into the more fully featured application you desire.
Remember to add all .c/.cpp files to the 'Source Files' directory in the project as they won't be compiled otherwise.
Restrict any non-portable code (that you will need) to a single place. For example if you need to create threads, have a common create thread function used throughout (but implemented differently). Using portable libraries such as Boost can help here.