I am creating normal c++ project using QT creator .
I need to link the boost library. I have used this in eclipse project under Project Properties/C C++ build/Gcc C++ linker/-l boost_filesystem but i am not sure how to do it in QT creator.
I use Qt, but not Qt-Creator so I'm not sure where in it's UI you might do this.
But in the .pro file (the input to the makefile), you would specify the library with:
LIBS += -lboost_filesystem # assuming 'boost_filesystem' is the name of the lib file
LIBS += -L/[wherever boost lib files are on your system]
"-l" is the file name and "-L" is the library path name.
LIBS += -lboost_filesystem -L/[wherever boost lib files are on your system]
works too.
"+=" appends it to the current QMake variables, be careful about using "=", unless you really intend to replace the values.
I don't know, if this is still an issue for you, but I answer because it may help some others like me who had a similar issue.
As far as I understood it: When you use QtCreator with normal C++ you will be asked which build tool to use. I have chosen CMake, so from now on everything goes via CMake and less things go directly via QtCreator. That's the reason that there is no .pro file anymore.
So what I did to resolve the issue was to add following line after the add_executable(...) line in the CMakeLists.txt file:
target_link_libraries(my_project_name -lboost_system)
Note: I just needed lboost_system, but I think that just expanding the list with -lboost_filesystem etc.. will do the job.
Hope that it helps somebody.
Related
I have a library which is being generated as .a file (to be statically linked). There I want to include Qt framework (QtCore.framework) since I am on OSX. Is that possible? How could I do it using cmake?
My attempt:
In CMakeLists.txt I have
FIND_LIBRARY(QTCORE_LIBRARY NAMES QtCore
HINTS "${CMAKE_SOURCE_DIR}/osx/frameworks")
Then I print variable ${QTCORE_LIBRARY} and it gives right path.
Then in src/CMakeLists.txt (where my sources are) I link the library
TARGET_LINK_LIBRARIES(libname $${QTCORE_LIBRARY})
However when I launch the compilation it complains because it does not find
fatal error: 'QtGlobal' file not found
I have checked and QtCore.framework contains QtGlobal header
EDIT: In case someone has same problem I found solution.
I needed to add "${QTCORE_LIBRARY}/Headers" in my project include directories
Thanks in advance and regards
Why don't using the CMake "config.cmake" provided by Qt5 ?
something like:
# Qt Setting
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTOUIC ON)
set(CMAKE_AUTORCC ON)
find_package(Qt5 REQUIRED COMPONENTS Core Gui Widgets)
...
target_link_libraries(libname Qt5::Core Qt5::Gui Qt5::Widgets)
CMake can find and use [...] Qt5 libraries. [...] Qt5 libraries are found using “Config-file Packages” shipped with Qt5
src: https://cmake.org/cmake/help/latest/manual/cmake-qt.7.html
In order for find_package to be successful, Qt 5 must be found below the CMAKE_PREFIX_PATH, or the Qt5_DIR must be set in the CMake cache to the location of the Qt5WidgetsConfig.cmake file. The easiest way to use CMake is to set the CMAKE_PREFIX_PATH environment variable to the install prefix of Qt 5.
src: http://doc.qt.io/qt-5/cmake-manual.html
I was struggling with using SDL2 and Qt Creator and found some threads here on SO that were mostly helpful but nothing that put it all together for SDL2 and Qt Creator on Windows 10. The main issue was that I could not use the console for I/O at the same time as SDL2 and following the other recommendations, a number of different things went wrong.
There were two keys:
Which SDL2.dll file to use and which directory to place it.
Some said use the SDL2.dll file download from the SDL website. Others said put this file in the main project directory, which did not work for me. What worked for me was first doing a build of my project (which failed) but creates a "build-..." directory. Then, taking the SDL2.dll file from installDir\SDL2-2.0.5\i686-w64-mingw32\bin and placing it in the "build-..." directory.
In the project.pro file, adding manually:
INCLUDEPATH += installDir/SDL2-2.0.5/i686-w64-mingw32/include
LIBS += -L installDir/SDL2-2.0.5/i686-w64-mingw32/lib -lmingw32 -mwindows -mconsole -lSDL2main -lSDL2
CXXFLAGS = -std=c++11
To be honest, I don't know if all of the calls in LIBS are needed, but it's now working perfectly for me and I thought I'd share some knowledge.
Where to put the DLL
The dll, is required to be in a directory which match one of the following rules:
Is part of the $PATH$ environment variable
Is in the same directory than the executable
Is in a directory which is actively specified in your code and loaded "manually".
In my case, I just moved those DLL to my /bin folder.
Libs and includes
Includes are required for the compiler, for this purpose, both of the following possibilities match:
Copy the SDL includes in the compiler include directory.
Add the include path to the project using INCLUDEPATH as explained by #launchpadmcquack.
Libs are required by the linker, for this purpose, both of the following possibilities match:
Copy the SDL libs in the compiler lib directory.
Add the lib to the project using LIBS as explained in the question.
Considering the library list, SDL2 is required, others depends on you specific projects. E.g. In my case I do not link any of the mingw32, mwindows or mconsole.
Additional note: You may specify C++11 with the CONFIG parameter:
CONFIG *= c++11
I have a problem with PCL: specifically I want to use it in the existing project with existing Makefiles. However, PCL is using CMake and I couldn't find how to add it to Makefile directly. Does anyone know how to do that?
First try to compile the one of the example provided in PCL website using CMake.
http://pointclouds.org/documentation/tutorials/pcl_visualizer.php
After compiling the above example, you will find various new files and a folder created by CMake in your directory.
Go to CMakeFiles/pcl_visualizer_demo.dir/ .
Open file named link.txt, which contains the terminal command which has various pcl(point cloud libraries) linked dynamically to the file.
command should look similar to the command shown below
/usr/bin/c++ -O3 -Wno-deprecated -s CMakeFiles/pcl_visualizer_demo.dir -o pcl_visualizer_demo -rdynamic -lpcl_common -Wl,-Bstatic -lflann_cpp_s -Wl,-Bdynamic -lpcl_kdtree -lpcl_octree -lpcl_search -lqhull -lpcl_surface -lpcl_sample_consensus -lpcl_io -lpcl_filters -lpcl_features -lpcl_keypoints -lpcl_registration -lpcl_segmentation -lpcl_recognition -lpcl_visualization -lpcl_people -lpcl_outofcore -lpcl_tracking /usr/lib/libvtkGenericFiltering.so.5.8.0 /usr/lib/libvtkGeovis.so.5.8.0 /usr/lib/libvtkCharts.so.5.8.0 /usr/lib/libvtkViews.so.5.8.0 /usr/lib/libvtkInfovis.so.5.8.0 /usr/lib/libvtkWidgets.so.5.8.0
You can include these libraries in your Makefile directly.
If you use different functions or pcl headers files, then first try compiling it using CMake and get the libraries linked and add it to your Makefile of previous project.
I tried this method for my project which worked perfectly fine. I tried pkg-config to link the libraries, which didn't work in my case. I was not able to find any other method that easily links all the required libraries.
I am using dev c++ IDE which used ming gcc(i am not sure of it)
I wanted to use sqlite3 in my win32 c application
I downloaded sqlite3.dll and sqlite3.dev and used dlltool to create a .a file like libsqlite3.a and pasted in the lib folder of dev cpp and added this path in the project options -> parameters
i copied the header file sqlite3.h into the include folder(which i got from another website - http://www.opensource.apple.com/source/SQLite/SQLite-74/derived_source/sqlite3.h)
i executed the program and got the message 'the program can't start because sqlite3.dll is missing in your computer'
so i copied the sqlite3.dll into my working directory and then it worked
BUT
How to make the sqlite.* static while compiling?
I mean i thought by including the libsqlite3.a, the final exe will not be dependent of any external dll's.
So i want to know how to compile in a way that i will not be needing a dll and by doing so it makes my windows program standalone.
do i have a create a .lib file instead of .a file?
EDIT after answers and comments:
Besides, the devpak is working fine... yet i wanted to know how to include files to project or to create .a files so i am trying this way because if some components do not provide devpak then this will be the way we need to compile.. isn't it?
EDIT to show what i have done after the answer by CL and the two comments
This is how i have added the sqlite.c to project list
Here is the compile log
Compiler: Default compiler
Building Makefile:
"C:\Users\jayapalc\Documents\test-sqlite\Makefile.win"
Executing make...
make.exe -f "C:\Users\jayapalc\Documents\test-sqlite\Makefile.win" all
g++.exe -c sqlite3.c -o sqlite3.o -I"lib/gcc/mingw32/3.4.2/include"
-I"include/c++/3.4.2/backward" -I"include/c++/3.4.2/mingw32" -I"include/c++/3.4.2" -I"include"
sqlite3.c: In function `void strftimeFunc(sqlite3_context*, int,
sqlite3_value**)':
sqlite3.c:14727: error: invalid conversion from void*' tochar*'
The files i got in sqlite.org/sqlite-amalgamation-3071502.zip are
shell.c, sqlite3.h, sqlite3.c, sqlite3ext.h and i saw in other discussions that shell.c is not needed...
Besides, people were talking about gcc and g++... .
Apart from updating Dev-C++ itself, try this to compile sqlite.c as a C file:
Go to Project >> Project Options >> Files.
Find the C file we're talking about. Untick "Compile file as C++".
This should inform Dev-C++ that it should invoke gcc.exe, and not g++.exe.
If you don't want to compile sqlite yourself by adding it to your project, you can try passing the -static flag to GCC/G++ to force it to link libsqlite.a statically.
Just include the sqlite3.c file in your project.
You need only this filed, and it must be compiled as C, not C++.
Apparently, Dev-C++ does not allow mixing C and C++ source files in one project.
Instead, you could try to compile sqlite3.c as C and then include the generated .o file into the C++ project (on the Linker page).
My main aim is to get the GSL Shell working on my OSX 10.7 system. So far I have the correct version of lua with the correct patches running. I also have a working version of GSL which compiles and runs example programs. I can build agg perfectly and also run their example programs by running make in the macosx_sdl folder.
My first question is how on earth do I create my own project with agg? I know that you are supposed to simply add the files to your project file and go, but this does not seem to want to compile for me. Is it simply a case of adding the include directory and the libagg.a?
Finally, how do I build gsl shell? Currently it complains about the agg-plot folder a lot, so where do I put the agg files to make this build, then when i've done it where do I place the agg files so that the lua scripts can get to them?!
Hope someone can help!
In general to use the AGG library you need to make sure that the compiler is able to find the headers files and, during the linking, the libraries, either in form of a static or dynamic libraries.
To make the headers files and the libraries available you need to take into account the system that is used to build the software. If a traditional makefile sistem is used you need to add some flags to make sure that the headers file can be found. This can be achieved by adding into the makefile something like:
CFLAGS += -I/path/to/agg/headers
and for the linker:
LIBS += -L/path/to/agg/library -lagg -lm
In the specific case of GSL Shell 1.1 the file "make-packages" is used in the Makefile to configure the required packages. You can add here the flags required to locate the AGG library:
AGG_INCLUDES = -I/usr/include/agg2
AGG_LIBS = -lagg -lX11 -lpthread -lsupc++
you should just modify the path provided with the "-I" option and, in AGG_LIBS, add an option "-L/path/to/agg/library" to specify the path where the AGG libraries are located.
Please note also that the agg libraries depends on other libraries. For example on linux it needs at least the X11 library. The libraries supc++ may be needed if the linking is made by invoking gcc instead of g++ because if gcc is used the C++ runtime libraries are not included.