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 ${CMAKE_CURRENT_SOURCE_DIR})
And the custom Makefile is like this (it is located at the root of my project and generates the executable in a bin directory):
all:
g++ mytest.cpp -o bin/mytest
I am able to build the executable and errors in the log window are clickable.
Hints in the IDE are quite limited through, which is a big limitation compared to pure CMake projects...
Related
I have a CortexM0 project using a custom Makefile that builds and debugs successfully on a 1st machine.
Now trying to move the project to a second Mac.
Same version of Eclipse.
On build I get a linker error:
EclipseApr2019/gcc-arm-none-eabi-5_2-2015q4/bin/../lib/gcc/arm-none-eabi/5.2.1/../../../../arm-none-eabi/bin/ld: cannot find -lg
My make file looks like this (extract):
# echo "path="$(TOOLS)
$(TOOLS)arm-none-eabi-gcc -n -v -mcpu=cortex-m0 -mthumb -g -nostartfiles -T STM32F031C6_simple.ld main.c StartUp_simple.s -o $(NAME).elf
I have tried to append the ARM gcc tools directory to the PATH variable in the Project, but no luck.
I would add a -l option to the link stage in the makefile, but do not know why this library is being pulled in or where it is. My code only does a series of shifts and reads/writes to registers on an MCU. The build on the 1st machine worked fine without specifying a library location like this.
Given I have custom makefile and am not generating Makefile automatically, there are no tool settings (and Library search path) available under Properties/CC++Build/Settings.
What is library "g" that the linker is pulling in?
Where is it?
Under Eclipse, how can I point the linker to the library?
Why didn't I need to do that before?
What is some general advice for designing an Eclipse project with a custom makefile to make it most portable between machines?
Thank you.
Eclipse IDE for C/C++ Developers
Version: 2019-03 (4.11.0)
I hope this is a simple question and I'm just missing something fundamental.
I'm trying to emulate a binary build manager for an embedded Cortex-M0 target using a CMake project. I'm having some trouble figuring out how to generate list files for each dependency of my executable target.
The current build system, when building a file called main.c passes -Wa,-alh=.\CortexM0\ARM_GCC_493\Debug/main.lst as an argument to gcc. I can't figure out how to get CMake to use the current filename without the extension to save the file.
I've looked at the get_filename_component command, but it appears only to get the filename of the output:
add_executable(TestExe main.c)
get_filename_component(curr_name TestExe NAME_WM)
message(${curr_name})
As expected, this prints TestExe instead of the hoped for main
Is there a simple variable I'm overlooking that I could put in my toolchain file's CMAKE_C_FLAGS like -Wa,-alh=${CURR_SOURCE}.lst? Or some other method that I'm not seeing?
System info:
Windows 10
Msys shell
CMake 3.7.2
arm-none-eabi-gcc v4.9.3
You can use Expansion Rules and extend CMAKE_C_COMPILE_OBJECT:
set(CMAKE_C_COMPILE_OBJECT "${CMAKE_C_COMPILE_OBJECT} -Wa,-alh=<OBJECT>.lst")
But there is unfortunately
no Expansion Rule that does give the current source file without path and extension
so you will get in the above example main.c.o.lst as an output name
Footnote: In CMake generated makefile projects, if you just need the assembly file can just do make main.s or for the pre-processed file make main.i.
I try to use the c++ language bindings for the ev3dev lego brick: https://github.com/ddemidov/ev3dev-lang-cpp
The instruction is as follows:
mkdir build
cd build
cmake .. -DEV3DEV_PLATFORM=EV3
make
I am running windows and have cmake and mingw available. After running cmake it creates some files in the build directory. However: There is no makefile which could be picked of by make. So I am wondering how iam supposed to compile these bindings
On Windows, CMake generates a MSVC solution by default. Check for a .sln file in your build directory.
The instructions you linked are assuming a Unix-ish platform, where the default is to create Makefiles.
If you actually want Makefiles on Windows, add -G "Unix Makefiles" to the cmake line.
If you want to use MSVC as compiler but work on the command line, another option is -G "NMake Makefiles", and calling nmake after that.
Make sure to delete your build directory before trying to build a new generator target. CMake can be touchy about that.
Check cmake --help for a list of available options. (Especially the generator targets are platform-specific.)
1. cmake is a command from CMake software: preparation for build automation system; make and make install are commands from Make software: build automation system.
2. From reading this post, what I understand is that:
a. This "cmake and make" stuffs actually use g++ / gcc in its implementation. cmake and make stuffs are basically just tools in using g++ / gcc. Is that correct?
b. gcc / g++ are the compiler that do the actual work.
c. So I can just use gcc / g++ directly without using the make and CMake things?
3. According to this stackoverflow answer: CMake takes a CMakeList.txt file, and outputs it to a platform-specific build format, e.g., a Makefile, Visual Studio, etc.
However when I came across this openCV installation :
mkdir release
cd release
cmake -D CMAKE_BUILD_TYPE=RELEASE -D CMAKE_INSTALL_PREFIX=/usr/local ..
It executes cmake command in a directory where there is no CMakeLists.txt file. Can you explain and elaborate on this?
4. The usual steps that I've seen are: cmake, make, sudo make install.
I read this stackoverflow post, what I understand:
(i) make is for building the project.
(ii) make install is to copy the binary / executables to the installed directories.
a. So when we make, where are the result / binary files / executables stored at?
b. If we only run make without make install, does it mean that the files are not generated?
c. I came across this openCV tutorial on using openCV with GCC and CMake. It uses:
cd <DisplayImage_directory>
cmake .
make
Why doesn't it do make install as well?
5. In summary:
CMake takes CMakeList.txt file (which is cross platform) to generate a Makefile (which is specific to a platform).
I can just write Makefile manually and skip the CMake step. but it is better to do with the CMake step because it is cross platform, otherwise I have to rewrite the Makefile again if I change platform.
Make takes Makefile (which is generated by CMake or written manually) as a guide to compile and build. Make basically uses gcc / g++ or other compiler in its work. Make itself is just a tool for the compiler.
Make install put the result / executables into the install path
CMake generates files for other build systems. These can be Makefiles, Ninja files or projects files for IDEs like Visual Studio or Eclipse. The build files contain calls to compilers like GCC, Clang, or cl.exe. If you have several compilers installed, you can choose one.
All three parts are independent. The compiler, the build system and CMake.
It is easier to understand when you have the history. People used their compiler. Over time they added so many flags, that it was cumbersome to type them every time. So they put the calls in a script. From that the build systems (Make, Ninja) evolved.
The people wanted to support multiple platforms, compilers, scenarios and so on and the build system files became hard to maintain and their use was error-prone. That's the reason people invented meta build system that creates the files for the actual build system. Examples are Autotools or CMake.
Yes
CMake does not use your compiler, make does not implement it, but it calls (uses) the compiler.
The CMakeLists.txt file should be in the parent directory of release. The last argument of the CMake call indicates the path where the CMakeLists.txt file is located.
Right, make generates the file in the build directory. In your example from 3. release is the build directory. You can find all the generated files and use them. Installing is optional, especially if you want to develop the software, you are not installing it.
Try writing Makefiles for a large project and you will see how much work it is. But yes, everything in 5 is right.
I'm a learning c++ developer writing a game initially on the Mac platform using XCode, but now moving to cross platform by leveraging CMake. So far I can get it compiled on my ickle linux netbook and I'm putting together a dev environment on this machine for on the go coding. However I'm finding that gcc recompiles every file whenever I make a change. Clearly I need some additional configuration to the CMakeLists.txt . My current one is very simple. Like so;
cmake_minimum_required (VERSION 2.8)
set (source
Creature.cpp
DisplayManager.cpp
Engine.cpp
EngineState.cpp
Entity.cpp
GameWorld.cpp
GfxSFML.cpp
Item.cpp
Map.cpp
Position.cpp
Projectile.cpp
ScreenTile.cpp
SquadAI.cpp
Terrain.cpp
UIButton.cpp
UICharPanel.cpp
UIView.cpp
Utility.cpp
Weapon.cpp
fov.cpp
main.cpp
)
find_package (OpenAL)
find_package (OpenGL)
find_package (SFML)
set(CMAKE_CXX_FLAGS "-g -Wall -pg")
add_executable (tractionedge ${source})
target_link_libraries(tractionedge ${SFML_LIBRARY} ${OPENGL_LIBRARY} ${OPENAL_LIBRARY})
I've concentrated so far on C++ as a language rather than build systems by sticking with XCode for everything. My knowledge of Autotools (make?) and Gcc is very limited. How do I have gcc only recompile the changed source?
Are you rerunning cmake every time? If you just modify one source file, you should be able to simply rerun make, and it should rebuild just the one object file before linking. If you rerun cmake, it might mark all of the source files dirty and rebuild everything.
Only rerun cmake if you change the actual list of source files being used, or other major changes like that.
Rebuilding only the modified sources SHOULD be the default behavior. Of course if you change a central header included by nearly all dependent cpp files it'll trigger a nearly complete rebuild. Look at what happens if you only modify one cpp file (adding a comment or alike), if more than that compilation unit is compiling then I propose you to invest more time investigating it eventually giving you my EMail to have a deeper look at the configuration.
Another possibility is that you are compiling under windows and using a 2.8 cmake that has a bug regarding this. Look at a 2.9 version to see if that defect is away then: http://www.mail-archive.com/cmake#cmake.org/msg24876.html
I would rewrite your CMakeLists.txt using glob (maybe move the files in a "src" directory if you have other *.cpp files around) and give your project a name (this sets some important variables):
cmake_minimum_required (VERSION 2.8)
project(TRACTION)
file (GLOB TRACTION_SOURCES *.cpp)
find_package (OpenAL)
find_package (OpenGL)
find_package (SFML)
set(CMAKE_CXX_FLAGS "-g -Wall -pg")
add_executable (tractionedge ${TRACTION_SOURCES})
target_link_libraries(tractionedge ${SFML_LIBRARY} ${OPENGL_LIBRARY} ${OPENAL_LIBRARY})
I also experienced unnecessary rebuilds using cmake and visual studio. The problem is related to an inappropriate x64 configuration parameter: Visual Studio 2008 Unnecessary Project Building
A simple solution in many of these cases is to completely wipe the build tree and regenerate it (and I mean something along the lines of rm -rf build && mkdir build && cd build && cmake -G "Unix Makefiles" ../src, not just make clean)