I'm currently working on the eyewriter 2.0, with the idea that if I can get it working, we can recommend the DIY to our ALS patients and their families.
However, I've been running into many complications while trying to get the software up and running.
I'm currently running Windows 8.1.
I have installed currently Code::Blocks 12.11 and OpenFrameworks v.0.7.4.
I have the openframeworks additions for Code::Blocks installed.
I have successfully run multiple example programs in openframeworks.
I have tried various combinations of C::B and OF such as the following:
13.12 and v.0.8.4;
13.12 and v.0.8.0;
12.11 and v.0.8.0;
12.11 and v.0.7.4;
10.05 and v.0.6.1 FAT pre-release;
10.05 and v.0.6.2 FAT pre-release;
The most common error I have been getting is "fatal error: gl\glew.h: no such file or directory" for the line #include "GL\glew.h" in the ofConstants.h
I'm able to eliminate this error by finding the file manually and inserting the path (i.e. C:/.../.../.../glew.h). However, there are many, many, more errors similar to this which causes the manual correction to be very tedious.
I'm suspecting that the problem is due to my newb ignorance of the proper file structure. I haven't changed the structure from the zipped file which can be found on github.
Location of Workspace: C:\openframeworks\apps\eyewriter-master\eyeWriterTracker\RemoteEyeTracker.workspace
Location of glew.h: C:\openframeworks\libs\openFrameworks\gl\glew.h
Has anyone had any success building this on a windows machine? Are there any obvious mistakes that I am making? I'm fairly certain that I'm making noobish mistakes, as I'm new to frameworks and my C++ knowledge is moderately limited.
Is this perhaps easier to do in Ubuntu? I do have the possibility of using Ubuntu in Oracle VM, although not ideal as the purpose is to allow ease of communication to ALS patients and this would add another step in the process even after it's built.
I also am aware that there are already pre-compiled versions of the Eyewriter software available, but I would like to use that only as a last resort when all other resources have been exhausted.
Thanks!
Make a new project with projectGenerator(add neccessary addons)
Add files from eyewriter to your new project
That project is really old, so there will be a lot of changes, oF documentation will come in handy
have fun !
Related
This is a very specific and niche question- but something that'll probably help people working on existing codebases.
Current Scenario
We are running ejabberd 18.01 on prod- and we can't really change this right away. Our current setup for running custom modules is this- either modify existing modules from the source code, or make our own custom modules that are compiled using the erlang compiler that's bundled in with the installer from here. We use erlide as our IDE in Eclipse.
We compile the custom files in in erlide, into a separate directory from where our ejabberd .beam files are; and then transfer the files manually from there to the ebin folder in ejabberd. This is done so that we have VCS for our modified module files.
We aren't using rebar3, and I have zero clue as to how to implement in a heavily modified existing codebase without breaking something. Our only legitimate way of debugging is to put loggers at every step of the process, compile, transfer files, and restart the server- which drastically increases dev time.
It is a genuine nightmare to work with, and resources on ejabberd as well as erlang is scarce- we mostly have the docs to go by, and barely any SO questions relevant.
Any suggestions, resources that can help me setup something to help especially for debugging, would be highly appreciated. Maybe something in vscode would be great. Transferring files I've still managed with inotify, but debugging makes me want to tear my hair out. Please help. Thank you.
P.S.- This is all on Ubuntu 20.04, if relevant. Erlang/OTP version - 20.02, erts- 9.2. Please ask for any further clarifications if required.
I made an application using GTK3 on Windows (Mingw_x64 installation of GTK) and I cannot really figure out how to make a distribution out of this. According to official documentation of PyGObject, it is possible in some way.
I already tried to make a package using setuptools, but PyGObject documentation is not saying much about this process and I was not able to configure setup correctly to make it work. PyGObject has a lot of dependecies and weird imports, that I do not know how to include.
I also tried Pyinstaller, which claims it has GTK support, and it really can pack it into executable, however it is not working. I tried these two options:
make only one file (.exe), but in this situations, it throws an error, that some file is not found (libpixbufloader-ani.dll)
create a directory with all needed files (libpixbufloader-ani.dll and other libs are included this time), but when running exe, another exeption occurs, this time Struct and 2 other libraries are missing (strangely, there is a folder that contains Struct)
Becouse of the missing files, I tried adding as many paths containing needed libraries as possible to Pyinstaller, but without success.
Does anyone have any experience with packaging GTK appliciations in Python? There is definitely a way to do this, but I am not very experienced with packaging. If needed, I can provide more information.
This is an issue that has been brought up on PyInstaller's GitHub page, as others (including myself) have experienced the same issue that you've mentioned.
The last time I tried the dev version of PyInstaller, the issue still wasn't fixed, but I managed to get a working executable by using PyInstaller to find the dependencies that my Python3/GTK3 app needed, and then I used cx_Freeze to generate the final executable.
Very often we need to install software from its source code. Most of the time I just hit "make world" or "make all" then it will work like a charm. But some other time we see make errors, and we need to install other packages in order to let the make go through. This is particularly a problem for compiling low-level systems, such as a Linux kernel or Xen hypervisor.
I have one experience with Xen 3.4. Maybe it has been documented in some corner documents, but it depends on udev-125 to work properly. The weird thing is it functions well most of the time when udev version is 160+, it only breaks in certain cases! It took me a few MONTHS to find out it was because of the wrong udev version!
To make developers' life easier, when a source code is made successfully in one machine, is there some tools to record the list of packages and versions of that machine? Such a 'snapshot' should be shipped with the source code as well, so that when someone meets the make error they at least have a successful 'snapshot' for reference.
Is there such a tool already?
If your software depends on a specific version of a dependency, you should write a check for your configure script/cmakefile/etc. that tests the version of the dependency and bails out if the wrong version was found.
Comparing the output of config.log (a file created by a configure script) can also help diagnose problems like you encountered.
I am working on a project that uses Cinder for graphics, and for image loading, we are using FreeImage mainly for loading HDR images.
It is all working fine under windows, but now I am trying to build an OSX version I am hitting a snag.
First I tried to download and build FreeImage, but the makefiles are hopelessly outdated and do not work. I managed to fudge them and build the library, but when adding to xcode it didn't seem to link. The error was that the library was ignored because it was built with a different architecture. (I couldn't figure out how to fix this, but it is an option to go back to if all else fails).
Anyway, my next attempt was to use macports to install and build FreeImage. This all worked without error and I was able to include the library in my project.
However, the problem now it that I get many std linking errors. After searching around, it seems my problem is that freeimage was built with libstdc++, but cinder complains if I dont build my project with C++11.
So, is there any way of fixing this? Can I modify the make files macports uses to build freeimage? Or is there some other sneaky way? Any suggestions appreciated.
Sorry if this question is a bit parochial, but in my searches I have seen others with similar problems (but unfortunately few answers).
I know that in a normal NDK build, the C++ libraries are built and packed into an apk file. But how can I automate this in Eclipse? I have tried following http://mhandroid.wordpress.com/2011/01/23/using-eclipse-for-android-cc-development/ to run the native-activity sample that came with the NDK, and it ended up not working. Even after I got past most of the reference errors via including, nothing happens when I run it as an Android Application (with a Motorola phone plugged in).
I have looked around quite a bit about this and am still stuck, so I'm open to suggestions at this point. Thanks!
(Please keep in mind that I'm using MinGW/MSys on Windows 7, mostly for running scripts with bash)
I've just decided to go with an Ubuntu VM and use that, and with some tweaking it seems to be working the way it should. I used a combination of http://mhandroid.wordpress.com/2011/01/23/using-eclipse-for-android-cc-development/ and http://developer.android.com/sdk/ndk/overview.html#native-activity to get everything set up. Also a very important note, go to C/C++ General -> Code Analysis -> Launching in your Eclipse project settings and disable both of those options for any native activities you make. I'm not sure if there's a good way to set the libs and includes up for it to work, but currently live bug checking screws things up in the NDK, and I can currently build successfully without it. Plus it'll still mark errors in red after a failed build, so you shouldn't be completely in the middle of nowhere when finding errors.