Is it possible to use LuaInterface in Mono/Mac OS? - macos

LuaInterface uses two .dlls: lua51 and luanet.
While being able to rebuild lua51 to liblua5.1.dylib (and code actually found all necessary entry points) im completely stuck with luanet.dll.
Does anyone have an idea how to build it on Mac OS or if I have to avoid using it entirely (at cost of losing such stuff as ObjectTranslator and MetaFunctions)?
I already know that there are alternatives like http://github.com/jsimmons/LuaSharp.

You need to configure your DllMap to tell it that luanet.dll should be looked for at lua51.dylib
http://www.mono-project.com/Config_DllMap

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how to use "robotlocomotion drake" codes in my project, for example "qp_inverse_dynamics"

i want to implement drake in my project, but i found it almost impossible.
Although there are notebooks and course explain robotics theory and how drake works,
http://underactuated.csail.mit.edu/underactuated.html?chapter=drake
https://www.edx.org/course/underactuated-robotics-mitx-6-832x-0
But how could i use the codes in drake in my project. For example, i want to simulate a 6-Dof arm using V-rep and ROS, and i want to inplement force control to the arm using "qp_inverse_dynamics" in drake, do i need to include all files that "qp_inverse_dynamics" used, and construct the build system? There are tons of files.
I have made a quadruped robot using position control and PID controller, and have a little bit experience of using open source convex quadratic programs solver(osqp)。
And now, after build and tested drake using bazel, what coule I do to use codes in drake in my project? Or should I just write my own codes using the method in Underactuated Robotics notebook?
thanks a lot.
This repository is our working example of how to use drake in your own project:
https://github.com/RobotLocomotion/drake-shambhala
We do support OSQP as one of many solver backends. There is a chance that you will find that you want some feature in drake that is not yet exposed in the binary installation, in which case please make a request on github. But I suspect it should work well for you.
N.B. The lectures you've pointed to on edX are a few years old now. The current version of the course is running right now, with streamed/recorded lectures available at http://underactuated.csail.mit.edu/Spring2018/index.html#textbook/assignments/videos

Installing caffe brings up some questions, depending libraries and versions

I wanted to install caffe on openSuse.
Just for the record - it worked out for me, I just don't know what's the "exact" way to do this. The things I did maybe aren't really for someone who's new to this, and also it was kind of a "bad installation". My way was the following:
First, I did
make all
This worked, until it complained that some libraries weren't found (libclbas etc.). So I used
ccmake .
to change the paths to the libraries manually. I needed to manually type the paths to the snappy, boost_python, blas, cblas and lapack libs. After doing that I did
cmake .
and then
make
and everything worked. My problem now is - why doesn't make find the libs, and is there a way to fix this? I think the problem was that I didn't have /usr/lib/libcblas.so but /usr/lib/libcblas.so.3, and similar "problems" with the other libraries.
Another thing - when I tried using ccmake/cmake right from the beginning (without the make part first), there weren't any files in my build directory (like $CAFFE_ROOT/build/examples or $CAFFE_ROOT/build/tools were empty), so the mnist tutorial for example wasn't working. That's why I first called
make all
, what may seem strange to you.
Of course I know how to fix this stuff, but I would like to know how the correct way for a "clean and simple installation" is. Did is miss anything when using make/cmake, is this some kind of inconsistency in caffe or something else? And, what is the clean way to do this?
Maybe look at the Ubuntu installation guide? http://caffe.berkeleyvision.org/install_apt.html
It mentions all the different packages you might need. I couldn't find openSuse installation instructions - but you should be able to translate the apt-get commands for your platform.

Using boost library on Mac os and its location

I got a mac for the first time. I am not familiar at all with it.I installed boost on it.I am not sure whether it was successfull or not but when I tried reinstalling it said already installed.which I assume means it was indeed successfully installed.
I used brew to install boost. My problem is that I dont know where it got installed,in which folder,I cannot seem to find the path. I open file explorer.I cant seem to see all the files and folders like in windows.
Then again I would like to use it to write code.In univ we just type in emacs and g++ compiler and it works. Id like to know the setting that I need to make in order to use it this way.
Last but not least,it would be greatif you guys cud tell me how I can link it to Xcode.Id like to use an ide to use Boost.I know that most of the questions
Thank you

What is the cleanest way to set the environmental variable DYLD_FRAMEWORK_PATH for a release build?

I have custom frameworks in my app bundle for WebKit, WebCore, and JavaScriptCore. I would like all other frameworks that depend on the system versions of WebKit, WebCore, or JavaScriptCore to use my custom versions also. For instance my custom version of Webkit loads private system frameworks that in turn depend on the system version of WebKit. This means both my WebKit and the system WebKit get loaded, and usually a crash happens shortly after.
The way I understand this should be done, is to set the DYLD_FRAMEWORK_PATH environmental variable before your app bundle begins execution (Search order for loading frameworks can be found here: http://code.google.com/p/macdependency/wiki/SearchPaths). You can set environmental variables in code with setenv, but it won't take effect for the currently running process. I would have to re-launch the process again for it to take effect. I would like to avoid this too.
So my question is what is the best way to set the DYLD_FRAMEWORK_PATH before the execution of the my app bundle? This has to work in a release app bundle too. Is there a way to run a script whenever someone clicks on my app bundle before the executable starts running. Or is there any other suggestions out there?
Thanks in advance.
Jeff Wolski has the right idea by referring directly to Apple's documentation on the subject. This thread also provides excellent advice on how to get that going in Xcode, including corner cases associated with alternative methods of specification (for example, by using ~/.bash_profile directly for your user).
My reason for chiming in is you also asked for a script that might be able to assist you (and a bounty provider appears to have the same issue). It turns out Webkit references such a script in its documentation, which you might want to pick apart from the applicable Webkit source code. This should give you additional guidance on how, at least according to the developers, you should do this properly.
Best of luck with your project(s).
I would recommend environment.plist or the LSEnvironment key in the info.plist. Check out the link below.
https://developer.apple.com/library/mac/#documentation/MacOSX/Conceptual/BPRuntimeConfig/Articles/EnvironmentVars.html
WebKit currently has a script to do this for you, called run-webkit-app. See http://trac.webkit.org/browser/trunk/Tools/Scripts/run-webkit-app
Newer versions of ld understand the -dyld_env flag, which inserts a LC_DYLD_ENVIRONMENT load command into the binary (and as such applies essentially as early as possible in app execution). Perhaps adding -Wl,-dyld_env,DYLD_FRAMEWORK_PATH=/folder/encosing/WebKit/and/related/frameworks to your compiler flags might do what you want?

MonoDevelop on Ubuntu -- No compiler, no debugger, nothing... why?

I've tried to use MonoDevelop 2.4 and 2.6 with Ubuntu 11.04, but neither of them seems to actually provide any way of running the project. (As the picture shows, the Run, Step, and Debug items are disabled -- both on the toolbar and inside the menus.)
This is true for all project types I've seen so far -- C#, Python, etc...
But mono-debugger is installed. Is there some post-setup task that I need to do manually, for this to work?
Looking over https://github.com/mono/monodevelop/blob/master/main/src/core/MonoDevelop.Ide/MonoDevelop.Ide.Commands/ProjectCommands.cs
Perhaps you haven't selected a 'Project'? Open up the Solution pad and click on the Test1 project (not the solution at the root of the tree, but the project just below it).
I'm just guessing here since I don't have Ubuntu and can't actually test anything.
Edit: actually, it looks like clicking on the Solution would work as well.
From looking at the code, another possibility is that you don't have a build target? Not sure how that would happen, but unless you only opened Main.cs and not actually Test1.sln, I don't know what to suggest.
When you opened the project, which file did you open? Test1.sln? Test1.csproj? Or Main.cs?
Try looking for mono-mdb and more packages in synaptic, this may fix this issue.
Don't remember exact names, Linux box at home...
Did you really open the project? It looks like you just opened Main.cs. It won't work that way.
Make sure you installed the compilers (mcs etc)

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