hi! Help me please to build pcl 1.7 on windows 7 x64, vs10. As i know there are not 3rd party dependencies. such as boost, vtk etc. so first of all i want to build and install boost 1.55. there are also no cmake config files and cmakelists in boost. It needs for me to run pcl 3D recognition example.
Since your question is quite general, you get a general answer...
PCL has a good tutorial on how to build PCL on Windows.
There are dependencies on other software. There is also a tutorial on how to build them from source.
Have you done those tutorials and still have problems? If yes, be more precise.
Related
I am able to use OpenSSL static libraries (libcrypto.a and libssl.a) in my iOS app thanks to this help. Now i can also use OpenSSL dynamic libraries (libcrypto.so and libssl.so) in my Android app version thanks to this info. I downloaded the files for Android in the OpenSSL_1.0.2g_Android.zip file from here. I just guessed and used the ARM files (armeabi-v7a folder) instead of the Intel files (x86 folder) and it worked on my Android test phone.
My question: How do I make an Android build that uses the correct library files on ARM devices AND also on Intel? I don't know how to deploy both sets of files for this. Below is snip of project window showing where i test added the second libcrytpo.so library file for x86.
But, this second libcrypto.so does not show up in the deployment window, only the first version i added (the ARM version) remains.
I was hoping i could somehow use compiler directives but maybe i just need 2 independent projects altogether? One built for Android ARM and other for Android x86? Further, all i'm needing in my code is an IdHTTP1->Get() so maybe their is a way i can use the built in BoringSSL fork? If so, how?
russ
C++Builder 10.3 Version 26.0.33219.4899
RAD Studio does not support producing Android apps for Intel, only for ARM, so don't even worry about trying to use the x86 libs on Android.
Also, Indy does not support BoringSSL at this time.
I want my project to run on windows, and I want the ability to also run on Android. Basically one project that can run on two (or more) targets.
If not in VS, is there another way to accomplish this?
If you want a project that can be built both for Windows and Android, I suggest you look into creating a CMake project. CMake can be integrated both with VS and with Android Studio.
However, if you haven't done any Android NDK development, I suggest you start out with some Android-only examples first.
As an example, I work with a fork of Sascha Willem's Vulkan examples. In my fork I have a cmake file that is used both to generate Visual Studio projects, and also referenced by the Gradle build file for the Android build.
EDIT: removed incorrect statement about VS not supporting Android at all.
I downloaded ArcGIS Runtime SDK for Xamarin (Quartz Beta).
On installing it out of the box in portable project I get following error :
Could not install package 'Esri.ArcGISRuntime.Xamarin.Forms
100.0.0.1369-beta'. You are trying to install this package into a project that targets '.NETPortable,Version=v4.5,Profile=Profile7
I tried to change the profile number but it doesn't seem to work. How should I proceed?
The sample code from their github project shows that they set up their projects using a shared code approach rather than a Portable Class Library. I'm not sure they designed their library with PCL support in mind.
In the beta forums, an esri employee answered this with regards to whether the SDK could support PCL:
Unfortunately PCL isn't possible for the Runtime due to some of the native dependencies. We recommend using shared projects to share the code you otherwise would have put in a PCL.
currently I have to port an existing mobile application which runs on Android and IOS to Windows 8. Unfortunately it is using a lot of C++11 Stuff, which is not supported by Windows Phone 8.0. The project itself was written with cocos2d-x 2.0. It contains a C# Part which loads a C++ library with the major part of the application. Also it includes modules from "Project Angle", which is a library to convert OpenGL calls into DirectX calls.
The first thing I tried was to upgrade the project to Windows Phone 8.1 using the 'reassign project' option from Visual Studio. I still had to remove a bit of C++11 Code, but now at least the project itself compiles. After compiling I got some linker errors for functions like 'getenv'. The angle libraries don't even compile and gives me errors like 'Cant find include file vccorlib.h' for every single source file.
Since I'm completely new to Windows development, I don't know if something went wrong on upgrading the projects, or if I have to fix something within the projects. But I tried to upgrade an other project, which was already ported to WP8, and got the same errors.
Now I have to deceide if I have to fix the Windows Phone 8.1 version or if it's easier to remove C++11 Code for 8.0 (which means a few days of work and let my heart bleed)
I also found a compiler update for Visual Studio 2012, which has extended support for C++11, but it seems it's not compatible for Windows Phone.
I hope someone of you could give me a hint, what I have missed for WP 8.1 or has another idea. Thanks for your help!
Cocos2d-x should work on Windows Phone, but you have to get the right version. You can't use pre-built binaries for other platforms (even desktop Windows) and you need to make sure you're building correctly. See the download page.
Visual Studio 2013 Update 4 is the latest stable release of VS that supports Windows Phone projects; you can see the level of C++11 support listed here along with support in the not-yet-finished Visual Studio 2015 compiler.
I currently have a VS2010 project that uses the Qt 4.8 framework. We needed to have some native libraries for video on windows and we will develop the same for the mac. We are now migrating the project over to the Mac Os so we can release on that OS also. I am brand new to Mac, last friday being the first time i have even fooled around with one, let alone xcode. Most of my dev experience has been in the Visual Studio world so i am not too familiar with "make" projects. We do have some pro files but they are more than a year out of date. What is the best way to migrate the projects between the platforms? Any tips or tricks? Any help would be appreciated.
Thanks
If you're going to the effort of migrating from Windows to Mac, I'd definitely recommend using CMake.
It has many advantages over using hard-coded project files/makefiles. This answer points to some CMake tutorials.
There are some conversion tools which are meant to be able to convert between other buildsystems and CMake, but I have no personal experience of these.
The CMake documentation sometimes leaves a little to be desired, but the mailing list is usually an excellent place to get help and advice.