Build failed... No build tools defined. AVR studio 4.19 - avr

When I tried to debug a small piece of code using AVR studio 4 I got this error:
Build failed... No build tools defined.
Could someone give me some advices?

In AVRStudio 4.19, Atmel made some serious changes from previous versions. Specially while using the toolchains. After you install WinAVR (the latest version, 2010...), open a new project in Avrstudio and from now on, everytime you make a new project you have to do this steps:
Go to "Project" tab
Go to "Configurations Options"
Then all the way down to "Custom Options".
Once you there, you'll see a checkbox called "Use AVR ToolChain", UNCHECK that option.(For some reason AVRStudio 4.19 does not link automatically the toolchain from WINAVR, so you have to do it manually).
After this, it enables the two options below.
For avr-gcc, you browse to the next direction: C:\ProgramFiles\WINAVR20100110\bin\avr-gcc.exe
For make, you browse to the next direction: C:\ProgramFiles\WINAVR20100110\utils\bin\make.exe
This directions depends on where did you installed WINAVR. I remember that the default location is "C:\" but when I installed WINAVR, I changed it to "ProgramFiles"
Click "OK".
After doing this steps, you should be able to compile and run your code.
Cheers, and hope it helped!
PD: I had that same problem, months ago. Check out, www.avrfreaks.net, very good webpage for newbies and pros at programming AVRs.

You need to install WinAVR or Atmel's "AVR Toolchain." If you already have one of these and still get this message, you may need to tweak the System Variables.

Connect the programmer first and then run avr studio.

I have that error when I try to open a project made in another version of AVR Studio (or upgraded to another version by someone else).

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corrupting golang file when saving in visual studio code

When I save a golang file in visual studio code, it ends up being corrupted -- characters are removed, not in any pattern I have discerned. This has occurred at various times in the past, but has just now recurred. For details, see my bug report, "corrupting file when saving in visual studio code #49465"1.
In the meantime, what I can do until it's fixed? Perhaps I could return to an older version of gopls, but I don't know how to do that.
Any suggestions welcome. I'm stuck until I can successfully save and run my go programs.
Thanks!
Please try running the following command
GO111MODULE=on go get golang.org/x/tools/gopls#master golang.org/x/tools#master
or
GO111MODULE=on go get golang.org/x/tools/gopls#v0.3.2-pre1
In order to make progress on my project, I've downloaded the prior version of go. At least on Windows, the downgrade installs like any upgrade, including offering to remove the existing version.
And I backed up gopls to its previous version using the facilities of VS Code:
ctrl+shift+X to access extensions
right-click on Go
select Install Another Version
wait...wait...wait...
when the list of versions finally appears, select the one you want (I went back a month)
So, the underlying problem still exists, but I'm back in business. I hope these instructions can help someone else battling with the disappearing character bug.

QuantLib installation fatal error C1083 boost/config.hpp & boost/test/unit_test.hpp

I know this issue has been discussed here before. But after I followed the suggestions and added the paths via Visual Studio, I'm still stuck:
In VS, I have:
Additional Include Directories: C:\local\boost_1_58_0
Additional Library Directories: C:\local\boost_1_58_0\libs
When I built QuantLib within VS, I could see C:\local\boost_1_58_0 is among the included paths. I can also see the valid config.hpp file in C:\local\boost_1_58_0\boost and unit_test.hpp in C:\local\boost_1_58_0\boost\test. Nevertheless I still got the C1083 error.
Have been stuck for 2+ days, I'm puzzled how to get around this. Any advice?
Thanks much in advance!
Follow the official instructions at http://quantlib.org/install/vc10.shtml. In VS 10 and beyond, include and library paths are set through the Property Manager. Steps 5 and 6 in the instructions linked above describe the procedure. You might want to exit and restart the IDE to make sure that the changes are saved.
For anyone else looking for the location of Property Manager and using VS2015 - I found it on the fourth tab at the bottom of the Solution Explorer pane, please see image attached. enter image description here

Build or Compile Webkit on Windows7 64bit

I'm trying to just build webkit on windows. As usual I started with webkit site and trying to get developer tools setup. I'm struck basically at the cygwin Installation itself.
The cygwin-downloader gets all the packages and runs the setup normally.
As per the installation instructions, I selected the Install from Local Directory Option (cygwin install and source package directories are different).
There was some initial turbulance in finding the packages, somehow i could let it find the packages. The screen looks like this now.
I selected the packages (all) and then proceeded with next. It just ran very fast and exited saying nothing needs to be installed. It looked like this.
After I ran the cygwin shorcut from the desktop its shouting something is missing.
I don't understand what am I missing here. Also at some link it says we need a port to build webkit. If thats the case, how does anyone port webkit to their applications without building the webkit alone?
I know this is not a programming question. but this will help most of the people who are taking baby steps in understanding and build WebKit. Thanks!
According to this, it's seems a cygwin-downloader's bug.
However, there is a workaround...
Just copy {cygwin-downloader}\setup.ini file to a {cygwin-downloader}\x86\ directory. Then reopen setup.exe. It will show you a package list without turbulence. You don't need to click all from the package list. Just click Next.

Installing and Using Pantomime Framework... Pantomime/Pantomime.h not found

I just downloaded and compiled Pantomime for SMTP use in my Cocoa Application. The first issue was that it is old... so I changed the build settings to use the most recent SDK as well as eliminate the old PPC build settings.
After those changes, everything compiled nicely (or at least appeared to do so.)
Next, I installed the Pantomime.framework into the /Library/Frameworks directory per Apple documentation recommendations.
Then, I imported the framework into my project under the Build Phases tab where it says "Link Binaries to Libraries".
So far everything seemed to work as it did with WebKit.framework, and ScriptingBridge.framework.
Finally, I added the following to my code:
#import <Pantomime/Pantomime.h>
I got as far as "Pa" when it auto completed the rest, so it apparently knows what I'm looking for. However, when I try to compile my code, I receive the following error:
Lexical or Preprocessor Issue "Pantomime/Pantomime.h" file not found.
All of the other frameworks seemed to work, but this one does not, and I really don't know why (I'm relatively new to working with frameworks.)
Anyone have any ideas on what I'm doing wrong here?
Thanks!
I've never used Pantomime, but this happens to me all the time with Xcode, so although I'm a newbie to development in general I'd wager it's just a bug with Xcode. Here's how I fix it:
In Xcode, hit command-1 to switch to the Navigator's file/folder view.
Reveal the Pantomime.h and .m files in the Finder, wherever you've stored them.
Drag them into the Navigator.
Xcode will prompt you to confirm adding again, and I usually leave it set as is to "copy files if needed".
Xcode will import. You should then delete the old references in the Navigator. It should work fine after that.
I have met this problem.
The solution is setting 'Build Settings' --> 'Header Search Path' Value where your pantomime is. Good luck!

Adding a Library to your build and link path in XCode

I am tryingo to build a GUI application using the JUCE framework on MAC OSX.
I have dowloaded all the API's and got a small hello World program running fine.
However, when I add files to my Xcode project I get compilation errors that say that the Juce library files don`t exist. I would like to know how to get the library API in the build and link path in XCode so that it finds the neccesary files for compilation.
What I would do on Visual Studio going to properties and adding aditional library dependencies, is what I need to do in XCode but I don't know how.
Any help greatly appreciated.
thanks.
Old question but maybe a useful answer in the future....
If you have the "Hello World" up and runnning, it should already be linked to the library. Are you using the introjucer? This should help get everything up and running for you. If you are, you need to add classes etc to the introjucer, as this sets up Xcode / VStudio for you. If not, (Presuming XCode 3 as you are using leopard) goto Xcode > Preferences. Scroll along to source trees, and add the path to the juce folder in there.

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