Application won't launch from Creator - windows

my Qt application won't launch from Qt Creator, however I can run the .exe directly from the release folder. Why is that ? I am totally lost here. In Qt Creator, I just get a message telling me that my application just crashed, with the code -1073741515.

Qt Creator must be pointing to the wrong dlls. You could reinstall the QtSDK and it should fix finding the runtime dlls in the IDE (Qt Creator).
http://www.daniweb.com/.../ok-so-whats-error-1073741515-again
On this post here they said they fixed it by updating the PATH in Qt. Here is the portion that gets prepended to my PATH variable as seen in the picture below:
C:\QtSDK\mingw\bin;C:\QtSDK\Desktop\Qt\4.7.3\mingw\lib;C:\QtSDK\Desktop\Qt\4.7.3\mingw\bin;
Here is a screenshot showing how to access that:
Another option is you could go into the QtSDK folder, find the bin folder for compiler and platform you are using and put it in the path for your system. Then Qt should be able to run the program just by finding the dlls in the system path.
Possibly the shortest option, but the trickiest would be to go into Qt Creator > Tools > Options > Qt4 and make sure you have something that looks similar to this:
.

Going by this answer it looks as if it's failing to find a shared library.
Check the appropriate path environment variable in the project's run settings and make sure it's got everything it needs.

Related

Linker error building Adobe DNG SDK on MacOS 11

I am working on a project that uses Adobe's DNG SDK 1.6 library, and it is supposed to work on Windows and MacOS.
The library has instructions on how to build it for both platforms, but I had to figure out an error that came up on Windows with Visual Studio. I am not very experienced with big C++ projects so it was not trivial but I got it working. Most of my own code will be done in C# .Net Core, calling the native libraries using a wrapper class with P/Invoke.
Now for Mac that's a different story, I have a MacOS 11 VM, installed Xcode 12.5.1 and followed the steps provided, as expected, it does not work. Bare in mind this is my first time touching Xcode and MacOS.
The project I am trying to build is dng_validate, and it depends on two libraries built by these projects: XMPFiles64 and XMPCore64.
The library projects build without any hiccups, each one of them creating a ".a" file in the folder: dng_sdk_1_6/xmp/toolkit/public/libraries/macintosh/intel_64_libcpp/Debug, they are named libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a respectively.
When I try to build the dng_validate project, I get the following error:
Library not found for -lXMPFilesStaticDebug
Because of the the error starting with an "l" instead of "lib", under both libraries project settings, I changed the "Executable Prefix" setting to "l" instead of "lib". Rebuilt both of them and made sure the file names changed as expected. But the error persists when trying to build the main project.
Under dng_validate's project settings, there is a setting called "Library Search Paths" and it does point to the proper aforementioned folder using a relative path. I even changed it to an absolute path to see if that would make it work.
I am really lost here, does anyone have an idea of what might be causing it?
Well... After asking on other forums and almost hiring a freelancer to fix this for me, I tried another shot in the dark of renaming the library files and it worked.
I changed the extensions of libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a from ".a" to ".dylib" and it just compiled and blew my mind with it.

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.

Qt for mac os - deploy project to app file

I have read different posts and the Qt documentation explaining command lines in shell but I cannot get through the installation of static library (and I suppose shared frameworks would be even harder) in order to produce an "app" file from my project. But I don't know why...
Would anyone be able to explain me how to get through this? Is there no "easy" way to produce a .app from Qt directly?
Assuming you are using the qmake to build your project, you should have in your *.pro file:
QT += gui
TEMPLATE = app
The QT variable will probably have more than just gui, but the gui is necessary for you to create an app bundle directory structure, so make sure to have it in place. The TEMPLATE = app is also mandatory.
After compiling with qmake, you should have working app bundle, which depends on your Qt installation. To make the bundle independent from your Qt installation (in other words, to make the bundle contain the Qt for its own use), use the macdeployqt tool from your Qt, like this:
macdeployqt your_app_name.app

Installing Qt 5.0 from source

I have recently used git to get the qt source code and I'm now slightly lost on what to do. I've been following the instructions on this page - http://qt-project.org/wiki/Building_Qt_5_from_Git and I'm on windows 7.
I am at the 'Configuring and Building' stage now from the above link and have just finished the 'mingw32-make' step (about 2/3 down the page, just before the Building Qt Webkit step, which I won't be doing). So I left it running overnight and came back to it seemingly completed, as in there were no errors, failures, that I noticed on the command window output.
So my qt folder (installed at C:\Qt\qt5), looks something like this
http://i.imgur.com/dgcl99w.png
So here's a similar question asked on Stack Overflow that I've found, How to install Qt on Windows after building?.
I've done step 4, which was to add QMAKE_INCDIR += "." to the qmake.conf file inside the qtbase\mkspecs\win32-g++ folder. But now I need a bit of advice as to what to do next.
I already have Qt 5 installed from binary which I did months ago but before I delete that I would like to make sure this building from source plan is going to work right. So I also have Qt Creator and simply put, I would like to be able to open this and create a Qt project after I delete my binary installed version of Qt. How do I do this? I would have thought maybe put a path variable but I'm not sure where to put the path to. Do I need to change any settings inside Qt creator? Is the image above what I should be seeing, or is there some step I have still yet to take to finish build/install.
Thanks
I think you will have to setup your System Environment variables to your new QT bin directory and if your using Qt creator then point to this new QT setup in the project build settings, you'll basically point your Qt version with qmake and then make sure the tool chain contains the complier.

I have installed WxWidgets, but PgAdmin cannot see it

There was a similar question (here or on some related SE site), but I didn't find so I ask a new question (if you find it, send a link and vote to close this question if they are too similar).
I have finished installing WxWidgets (configure; make; make install), but while installing PgAdmin III 1.16 the make console doesn't recognize WxWidgets as installed. I found that absence of Unicode might be a problem in this case, but I have enabled the Unicode. What else should I do?
I have 32bit Windows XP and WxWidgets 2.9.4. Including PostgreSQL 9.1.3 went OK.
EDIT: I tried another way - through Visual Studio and Visual C++. I don't know if my problem is the same or just similar, but Visual Studio reports this error:
error C1083: Cannot open include file: 'wx/wxprec.h': No such file or directory
followed by 100 of other errors which seem to be conclusion of this one (mostly undefined types/functions with names beginning with "wx"). I added semicolons to the header (as was suggested here - fourth entry after "all replies"), but it didn't help. I also tried to add "include" and "lib" directories in WxWidgets to include path for every project, but no joy here.
Do anybody know how to solve it?
You need to point pgAdmin to wxWidgets installation under Windows. Its build instruction should explain how to do it but you must set up the include path (-I compiler option) and the libraries path (-L linker option) for it to compile and link properly.
Notice that for the include paths you must put the directory containing the wx/setup.h file generated during the build by configure first and the directory with all the rest of wx headers later.
Also, it probably goes without saying, but you must use the same compiler to build both wxWidgets and pgAdmin, so if you built wx using configure+make you can't use MSVC for pgAdmin.

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