UnsatisfiedLinkError in Processing - processing

I have recently overcome this problem using eclipse and would like to use the same .dll in the Processing.org environment. Here is my recent post on Stackoverflow.
The .dll I want to use is in the C:\Windows\SysWOW64\\ folder, but I am still getting an UnsatisfiedLinkError. I have tried the following solutions with no success:
Adding the .dll to the 'code' folder of the sketch
Adding C:\\Windows\\SysWOW64\\foo.dll to the Path environment variable
Changing the Native.loadLobrary parameter in my code from C:\\Windows\\System32\\foo.dll to C:\\Windows\\SysWOW64\\foo.dll
To get this working in eclipse, I added a Native Library Location under the Libraries tab in the Java Build Path Properties, although I didn't think it should have been necessary.
I would be grateful for any help or suggestions.

Related

How to make CLion stop flagging PlatformIO dependencies with "file not found"?

I'm experimenting with using PlatformIO and the CLion IDE. I'm pretty new to C++ and writing for embedded hardware. I got PlatformIO working and my simple program compiles and runs but CLion highlights my PlatformIO dependencies as not being found.
I've seen it said that CLion looks where cmake looks, but CMakeLists.txt says
# !!! WARNING !!! AUTO-GENERATED FILE, PLEASE DO NOT MODIFY IT AND USE
# https://docs.platformio.org/page/projectconf/section_env_build.html#build-flags
That URL seems like a dead end in terms of helping me solve my problem.
Update:
I was playing a little bit more with CLion and PlatformIO and wanted to use the library manager as well.
The installed libraries are located in {PROJECT_DIR}/.pio/libdeps/
I was not able to detect all libraries automatically, but with the method described below, I could get rid of the CLion warninings by explicitly defining the dependencies in the CMakeListsUser.txt likes this
include_directories("${CMAKE_CURRENT_LIST_DIR}/.pio/libdeps/mkrwifi1010/Keyboard/src")
include_directories("${CMAKE_CURRENT_LIST_DIR}/.pio/libdeps/mkrwifi1010/WiFiNINA/src")
For the few dependencies I got, this is sufficient. But of course it is not ideal to add every dependency manually. So if somebody has a better solution, please share it.
Original Answer
I stumbled on a similar issue, but maybe this could help you or others.
In my case, I added the ArduinoLog library in the "lib" folder. Although I was able to compile my code, the import showed up as an error and I had no code completion.
As described in the XMakeList.txt, I was able to resolve this issue, by adding a "CMakeListsUser.txt" in the root project directory with the following content.
include_directories("${CMAKE_CURRENT_LIST_DIR}/lib")
After a rebuild and a restart I got no more errors and the code completion worked as expected. Maybe you can add the folder of your PlatformIO libraries there as well.
Seems like the best way to do it is to go to Tools->PlatformIO->Re-Init. New dependencies should stop showing up as missing.
It worked for me.
Source: https://community.platformio.org/t/clion-cant-find-lib-deps-library-headers/23929/2

QtCreator doesn't find header files (.h) belonging to my project

I'm using QtCreator to develop a "plain" C++ based software (in particular, this one). By "plain" I mean my software is not using Qt libraries or any other Qt stuff appart from the IDE.
QtCreator version is 4.14.1.
Everything goes fine (building, running application, debugging, etc.) but the editor is reporting problems finding header files (i.e. .h files) belonging to my project, as shown in the screenshoot below:
Interesting to note that system headers (e.g. stdio.h) are correctly found.
So maybe I'm missing some piece of configuration in my project. First thing I thougth was the .includes added by QtCreator at project creation time (fiware-orion.includes in my case), which is like that:
src/lib/cache
src/lib/mongoBackend
src/lib/parseArgs
...
which are the places in which the header files are (e.g. src/lib/mongoBackend/MongoGlobal.h) so everything seems fine in that file...
Any idea or suggestion is really welcomed :)
I think I found the answer myself just after publishing the question (use to happen :)
Adding to the .includes file this line:
src/lib
solved the problem.
It makes sense... as my header names are like mongoBackend/MongoGlobal.h then
src/lib + mongoBackend/MongoGlobal.h = src/lib/mongoBackend/MongoGlobal.h

Incorporating charls into a MacOS application

Charls is an implementation of the JPEG-LS lossless and near-lossless coder/decoder. I downloaded the source code, built it in Xcode, and ran it on MacOS. From a few tests I ran, it seems to be reliable and very fast.
Now I want to incorporate charls into my application. I added the static library libcharls.a to my Xcode project and added the header file charls.h. When I try to do a build, I get the error: library not found for -lcharls. I then added a path to libcharls.a in the Library Search Paths of the Build Settings for the Project in Xcode. Still get the same error. Anyone have suggestions for getting this to build? TIA.
To answer my own question: adding the path to libcharls.a in Library Search Paths does fix the problem, but you only add the path, but not the file libcharls.a.

wxwidgets platform.h error: no such file or directory wx/setup.h

I am using Code::Blocks with wxwidgets and I have include and lib folders under Document\wxwidgets. I am very new to c++ libraries. In Code::Blocks project initialization, I entered the location for wxwidgets. Then in setting/global enviornment variables I entered in base the Document\wxwidgets again. Still, I am not able to run the app. It shows the error in the include/wx/platform.h file where it says
C:\Users\Programming coder\Documents\wxwidgets\include\wx\platform.h|148|fatal error: wx/setup.h: No such file or directory|
I am not able to solve this and would appreciate some help. Also I checked and the wx folder does not seem to be there in the location. I don't know if that is normal.
Also, I downloaded the headers(include) from the wxwidgets github repo download page, wxWidgets-3.1.1-headers.7z. Any help appreciated.
Also, I am aware some questions exist already, but their problems are in different because most are using linux. Also I am using Code::Blocks IDE.
You need to build wxWidgets itself before building the applications using it. Its build process will create the setup.h file which is currently missing.
Note that, in principle, you could also use precompiled binaries, but in this case you must use exactly the same compiler as was used for compiling them, i.e. TDM gcc.

DSFML building error (VisualD)

And at first, sorry for my bad English. It is my first project in D. And my first project with SFML (DSFML of course).
I use dub for making Visual Studio project (I use VS2010). Then
open it and set up project settings:
general
compiler
linker
Autocomplete works correctly:
When I try build project, here is error:
Error 42: Symbol Undefined _D5dsfml8graphics12__ModuleInfoZ
How I can resolve it?
This particular error is saying that it can't find the actual D code for the library. It could mean that dub isn't grabbing/linking the source somewhere, but I've never used dub with an IDE so I can't be sure.
My suggestion to help you figure out what is going wrong and to fix this issue is to bug the maintainer (who is me, actually) on github by opening an issue about a lack of tutorials for the IDE's that are available to D right now.
If you want to get started with DSFML right now, however, you can sort of follow along with the command line tutorial and use that as a basis of figuring out what libraries need to be linked in, set up import search paths, etc.
Create project by dub init dsfml_test (where dsfml_test is our project name)
Add libs dependencies to dub.json
Generate Visual Studio project
Open project in Visual Studio
Open project properties
Enter path to directory where is placed dsfml lib files
Thats all. Now can add import dsfml.graphics, dsfml.window, dsfml.system; ...etc and build project.

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