Cinder + FreeImage + XCode - xcode

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First I tried to download and build FreeImage, but the makefiles are hopelessly outdated and do not work.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).

Related

How to create distribution of Python GTK3 app?

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.

How to connect Visualization Toolkit (VTK) libraries to OS X project in Xcode

I am trying to write a simple application trying to get my feet wet with VTK. Here is where I am so far. After searching for a while and attempting to download and build with CMAKE unsuccessfully, I found this blog from KitWare: https://blog.kitware.com/kitware-packages-on-os-x-with-homebrew/
So, I went off, installed homebrew, I believe "installed" VTK and Insight ToolKit. This was followed by self high-fives and all around self-congratulations. But.. I'm still not where I need to be.
I can't seem to sort out where to go from here. I believe I'm at the critical "now link the libraries with your project" state. I can find the installs under "/usr/local/cellar/Vtk/7.0.0_5/include/" and "/usr/local/cellar/Vtk/7.0.0_5/lib/" folders. The "include" folder has a bunch of ".h" files. The "lib" folder has a bunch of ".dylib" files. In a Xcode (V8.1) CoCoa Project, I've linked iokit, cocoa, and openGL frameworks and it builds. However, when I try to include something like "vtkActor.h", it fails to find it unless I specifically link that file.
Updated! Screen shot of search paths:
So, my questions are thus:
Am I actually done installing? I thought I was to end up with some ".a" files. Whats up with that?
If I am done, and I'm linked to all those .dylib files, why isn't it working? Should I link to all the ".h" files?
I've tried linking the folder "usr/local/cellar/vtk" folder, but it fails. Should I be doing that, but making it "recursive" I believe is the word.
Long run for a short slide... Anyone have any good tutorials/examples of a running Xcode OS X project so that I can get an idea how these libraries actually interact once I can even get them linked?
Thanks so much for your wisdom in advance. If anyone would have the kindness for mentorship off-stack until I can get up and running, I'd much appreciate it.

Code keeps breaking no matter what I try

Ive been trying to get my very simple code that I posted here: SiftFeatureDetector .detect function broken? to work.
But it keeps breaking, it compiles fine but refuses to run.
I have OpenCV 2.4.2, Windows XP.
Here is what I have done:
I first tried it on Visual C++ 2010 with OpenCV 2.4.2, I have added all the libraries included in F:\opencv\build\include along with the non-free ones I have also linked the bin folder in linker: F:\opencv\build\x86\vc10\lib
But it continues to break at that same line. It is very frustrating as Aurelius mentioned my code worked on his machine.
I then took out my second laptop and installed codeblocks on it, I linked all the correct libraries and dll files but it gives a different error:
the procedure entry point __gxx_personality_v0 could not be located in the dynamic link library libstdc++-6.dll
Can anyone PLEASE help me fix this issue, its been 3 days now and i dont feel Im near a solution. Its so frustrating when my code is ok but the application refuses to work. Its obviously some wrong setting. Please help me fix this.
Thank you
I would like to mention that simple programs like displaying an image, itterating over pixels, changing color and detecting a color works fine, its this sift that is causing the problem
There are many similiar topics on stackoverflow like libstdc++-6.dll not found
Google: https://www.google.pl/search?q=libstdc%2B%2B-6+opencv&sugexp=chrome,mod=9&sourceid=chrome&ie=UTF-8
To sum it up as it says about different problems.
First of all you are using downloaded builds. This builds can be done with different compilator version than yours and it's probably the issue.
Solution: compile OpenCV on your computer, link those libs and use dlls then everything should work

Making Android NDK apps with NativeActivity?

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.

XCode and CUDA integration

Was just wondering if anyone has any experience working with CUDA and XCode? I'm having a nightmare setting it all up...
Dawson
I'm working with XCode, CMAKE & CUDA. No problems so far! Works like a charm, though you'll need to make sure, that XCode is using the gcc 4.0 instead of 4.2 (in case of 10.6).
I suggest you to also use CMAKE in combination with FindCUDA.cmake for generating the xcode project file. FindCUDA.cmake is here
There is also a plugin for XCode, making it recognize .cu files, found here in message #29. Also a good "tutorial" is given here, mentioning the plugin.

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