installing Aquila dsp lib - visual-studio

I am trying to instal aquila lib using link this. But when i write "mingw32-make", it gives the following error.
Mingw32-make: *** No targets specified and no makefile found. Stop.
What could be the issue?

The way I installed this library was by using CMake (https://cmake.org/download/) as it specifies it as a requisite on the Aquila Website (http://aquila-dsp.org/download/).
The default CXX and C compiler on the CMakeLists.txt are not MinGW32. So, in order to change this just open up the CMake GUI which will be in the bin folder of wherever you installed it.
Then click "Browse Source" and choose the directory where the CMakeLists.txt file is. Last thing is to create a new folder in that same directory because that will force CMake to let you specify the type of Makefile it will generate. Then, of course, you choose to build the Makefile in the new folder you just made, and when you hit configure you will choose MinGW Makefile in the dropdown list...configure...generate...mingw32-make the Makefile in the build folder.

Related

compiling SFML with cmake and mingw under windows

When i try to run cmake to build a project where i include the SFML library i get the following Error: SFML found but version too low (requested: 2.4, found: 1.x.x)
I downloaded only the source of the newest Version of the library (SFML-2.4.2). I than run cmake (with MinGW Makefiles) And build the binaries into the same folder.
I copied the FindSFML into an subfolder of my project.
After that i had the following folder structure
SFML-2.4.2\
cmake\
Modules\
FindSFML.cmake
CMakeFiles
doc
...
include
lib
src
..
sfml-games\
tetris\
cmake_modules\
FindSFML.cmake
CMakeLists.txt
main.cpp
tetris-build
...
My CMakeLists.txt contains the following stuff:
project(Tetris)
cmake_minimum_required(VERSION 2.8)
aux_source_directory(. SRC_LIST)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake_modules")
Find_package(SFML 2 REQUIRED system window graphics network audio)
include_directories(${SFML_INCLUDE_DIR})
add_executable(${PROJECT_NAME} ${SRC_LIST})
target_link_libraries(${PROJECT_NAME} ${SFML_LIBRARY})
I found that in cmake the entry CMAKE_INSTALL_PREFIX (which i dont get) is set to C:\Program Files (x86)\SFML so i put the library and the lib of SFML into C:\Program Files (x86)\SFML. (what is that CMAKE_INSTALL_PREFIX and should i realy always copy the library and lib folders into my C:\Program Files (x86)\ ??). Now my cmake runs through but when i try to compile the code i get a lot of undifined references to '_imp__....'
By the way on linux i just installed SFML via sudo apt-get install libsfml-dev and it works out of the box.
You're confusing things. CMAKE_INSTALL_PREFIX is the default location where to put SFML when you build the install target (i.e. running make install). This has nothing to do with your other issues.
You don't have to install SFML (or any other library) somewhere under C:\Program Files. That's completely up to you.
What I found to be rather neat is installing MinGW to C:\usr (or creating a symlink to your installation folder) and also use that path for CMAKE_INSTALL_PREFIX when building SFML.
This way MinGW should behave pretty much the way you're used to from Linux (i.e. not having to specify paths for include dir or libraries etc.).
As for your undefined reference errors, you should create a new question only asking for these (and then include at least a few of them), as they have nothing to do with the installation directory.
Right now I can only guess, but it's most likely due to you using the wrong CMake variables for the linker. You won't notice this on Linux, since SFML will be in the default search path (which will also happen if you use C:\usr as described above).
To try fixing this, use this line:
target_link_libraries(${PROJECT_NAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES})

Eigen library + Code::Blocks

Trying to use Code::blocks with the library Eigen. Using windows vista. With some help from a forum I got this command to compile a sample program:
C:\Users\Me\Desktop\eigen>g++ -I C:\Users\Me\Desktop\eigen\eigen3
-o test2.exe C:\Users\Me\Desktop\eigen\test.cpp
But if I cd anywhere else (other than my folder containing test.cpp) and try to build, I get a permission denied error.
On code blocks I started a new project and went to Settings->Compiler->Linker settings->Link libraries-> and added C:\Users\Me\Desktop\eigen
And also added the same link under build options. I got this error:
C:\Users\Me\Desktop\GUI\vector\main.cpp|2|fatal error:
Eigen/Dense: No such file or directory|
The pages I followed were:
http://eigen.tuxfamily.org/dox/GettingStarted.html
https://github.com/Microsoft/AirSim/blob/master/docs/install_eigen.md
As eigen has already stated, all you have to do is copy the headers from the eigen folder to the include folder of your compiler (or just make sure your compiler can find your eigen folder).
Just copy the entire Eigen folder from drive/(where eigen is)/eigen/ to the include folder of code blocks in CodeBlocks\MinGW\include.
After that, all you have to do is make sure in Settings->Compiler in the Search directories tab, the compiler tab has the location to include and linker tab to lib, and the same goes for your build options.
There is absolutely no use of adding the Eigen folder to link libraries option of the linker tab, since Eigen has no libraries and works only with headers.

Using local makefile for CLion instead of CMake

Is there a way to configure CLion to use a local makefile to compile code, rather than CMake? I can't seem to find the way to do it from the build options.
Update: If you are using CLion 2020.2, then it already supports Makefiles. If you are using an older version, read on.
Even though currently only CMake is supported, you can instruct CMake to call make with your custom Makefile. Edit your CMakeLists.txt adding one of these two commands:
add_custom_target
add_custom_command
When you tell CLion to run your program, it will try to find an executable with the same name of the target in the directory pointed by PROJECT_BINARY_DIR. So as long as your make generates the file where CLion expects, there will be no problem.
Here is a working example:
Tell CLion to pass its $(PROJECT_BINARY_DIR) to make
This is the sample CMakeLists.txt:
cmake_minimum_required(VERSION 2.8.4)
project(mytest)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
add_custom_target(mytest COMMAND make -C ${mytest_SOURCE_DIR}
CLION_EXE_DIR=${PROJECT_BINARY_DIR})
Tell make to generate the executable in CLion's directory
This is the sample Makefile:
all:
echo Compiling $(CLION_EXE_DIR)/$# ...
g++ mytest.cpp -o $(CLION_EXE_DIR)/mytest
That is all, you may also want to change your program's working directory so it executes as it is when you run make from inside your directory. For this edit: Run -> Edit Configurations ... -> mytest -> Working directory
While this is one of the most voted feature requests, there is one plugin available, by Victor Kropp, that adds support to makefiles:
Makefile support plugin for IntelliJ IDEA
Install
You can install directly from the official repository:
Settings > Plugins > search for makefile > Search in repositories > Install > Restart
Use
There are at least three different ways to run:
Right click on a makefile and select Run
Have the makefile open in the editor, put the cursor over one target (anywhere on the line), hit alt + enter, then select make target
Hit ctrl/cmd + shift + F10 on a target (although this one didn't work for me on a mac).
It opens a pane named Run target with the output.
Newest version has better support literally for any generated Makefiles, through the compiledb
Three steps:
install compiledb
pip install compiledb
run a dry make
compiledb -n make
(do the autogen, configure if needed)
there will be a compile_commands.json file generated
open the project and you will see CLion will load info from the json file.
If you your CLion still try to find CMakeLists.txt and cannot read compile_commands.json, try to remove the entire folder, re-download the source files, and redo step 1,2,3
Orignal post: Working with Makefiles in CLion using Compilation DB
To totally avoid using CMAKE, you can simply:
Build your project as you normally with Make through the terminal.
Change your CLion configurations, go to (in top bar) :
Run -> Edit Configurations -> yourProjectFolder
Change the Executable to the one generated with Make
Change the Working directory to the folder holding your executable (if needed)
Remove the Build task in the Before launch:Activate tool window box
And you're all set! You can now use the debug button after your manual build.
Currently, only CMake is supported by CLion. Others build systems will be added in the future, but currently, you can only use CMake.
An importer tool has been implemented to help you to use CMake.
Edit:
Source : http://blog.jetbrains.com/clion/2014/09/clion-answers-frequently-asked-questions/
I am not very familiar with CMake and could not use Mondkin's solution directly.
Here is what I came up with in my CMakeLists.txt using the latest version of CLion (1.2.4) and MinGW on Windows (I guess you will just need to replace all:
g++ mytest.cpp -o bin/mytest by make if you are not using the same setup):
cmake_minimum_required(VERSION 3.3)
project(mytest)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
add_custom_target(mytest ALL COMMAND mingw32-make WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
And the custom Makefile is like this (it is located at the root of my project and generates the executable in a bin directory):
all:
g++ mytest.cpp -o bin/mytest
I am able to build the executable and errors in the log window are clickable.
Hints in the IDE are quite limited through, which is a big limitation compared to pure CMake projects...

mingw32 make: ***no rule to make target 'win32' stop

I am installing glfw forcodeblocks, when I try to execute the makefile through command prompt in order to compil glfw using this command:mingw32-make win32-mingw I get the following error mingw32 make: ***no rule to make target 'win32'. stop.
I am running a 64 bit version of windows 8
Edit:
For newer versions of glfw you can not use compile.bat or command mingw32-make win32-mingw
You must use CMake to create makefiles under the source folder e.g. build folder.
Then you can run mingw32-make .
For older versions :
Try it with the command described on the glfw side.
Unzip the archive anywhere you like (I will assume C:\glfw for simplicity).
Compile:
For Windows users, there is a batch file which allows to compile using a variety of compilers.
Open a DOS window, cd to the directory where GLFW lives (e.g. C:\glfw), and type
compile make mgw
Building the Libraries
As you can see there is a compile.bat
Of course you have to cd to your source folder. From an folder outside the source a compile.bat will not work.
if in your source there is no compile download it here.
glfw-2.5.zip

dev cpp win32 the program can't start because sqlite3.dll is missing

I am using dev c++ IDE which used ming gcc(i am not sure of it)
I wanted to use sqlite3 in my win32 c application
I downloaded sqlite3.dll and sqlite3.dev and used dlltool to create a .a file like libsqlite3.a and pasted in the lib folder of dev cpp and added this path in the project options -> parameters
i copied the header file sqlite3.h into the include folder(which i got from another website - http://www.opensource.apple.com/source/SQLite/SQLite-74/derived_source/sqlite3.h)
i executed the program and got the message 'the program can't start because sqlite3.dll is missing in your computer'
so i copied the sqlite3.dll into my working directory and then it worked
BUT
How to make the sqlite.* static while compiling?
I mean i thought by including the libsqlite3.a, the final exe will not be dependent of any external dll's.
So i want to know how to compile in a way that i will not be needing a dll and by doing so it makes my windows program standalone.
do i have a create a .lib file instead of .a file?
EDIT after answers and comments:
Besides, the devpak is working fine... yet i wanted to know how to include files to project or to create .a files so i am trying this way because if some components do not provide devpak then this will be the way we need to compile.. isn't it?
EDIT to show what i have done after the answer by CL and the two comments
This is how i have added the sqlite.c to project list
Here is the compile log
Compiler: Default compiler
Building Makefile:
"C:\Users\jayapalc\Documents\test-sqlite\Makefile.win"
Executing make...
make.exe -f "C:\Users\jayapalc\Documents\test-sqlite\Makefile.win" all
g++.exe -c sqlite3.c -o sqlite3.o -I"lib/gcc/mingw32/3.4.2/include"
-I"include/c++/3.4.2/backward" -I"include/c++/3.4.2/mingw32" -I"include/c++/3.4.2" -I"include"
sqlite3.c: In function `void strftimeFunc(sqlite3_context*, int,
sqlite3_value**)':
sqlite3.c:14727: error: invalid conversion from void*' tochar*'
The files i got in sqlite.org/sqlite-amalgamation-3071502.zip are
shell.c, sqlite3.h, sqlite3.c, sqlite3ext.h and i saw in other discussions that shell.c is not needed...
Besides, people were talking about gcc and g++... .
Apart from updating Dev-C++ itself, try this to compile sqlite.c as a C file:
Go to Project >> Project Options >> Files.
Find the C file we're talking about. Untick "Compile file as C++".
This should inform Dev-C++ that it should invoke gcc.exe, and not g++.exe.
If you don't want to compile sqlite yourself by adding it to your project, you can try passing the -static flag to GCC/G++ to force it to link libsqlite.a statically.
Just include the sqlite3.c file in your project.
You need only this filed, and it must be compiled as C, not C++.
Apparently, Dev-C++ does not allow mixing C and C++ source files in one project.
Instead, you could try to compile sqlite3.c as C and then include the generated .o file into the C++ project (on the Linker page).

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