CMake and XCode - disable CMake ReRun and CMake PostBuild Rules default generation - xcode

I want to disable the additional dependency check generated for an XCode project (and possibly also the CMake cache update verification), since this increase very very much the entire build time (about three times in my case). With Visual C++ is sufficient to set the flag
SET(CMAKE_SUPPRESS_REGENERATION TRUE)
but in XCode it does not have any effect.

I was looking into a similar issue. You don't have enough details to help me understand if they are exactly related, but here's what I found:
Problem re-generating files using Qt, apparently hard to debug.
http://public.kitware.com/Bug/view.php?id=8833
This is the thread that started it all:
http://www.mail-archive.com/cmake#cmake.org/msg21149.html
Hope this answer helps!
-dan

Related

Typescript and VS2013: How to force build despite ts errors

I am getting some mysterious compiler type related errors in my ts code. I have another thread addressing them.
But I know there will be no adverse reactions to my code, so I would like to force it to compile and make my js files anyway so I can do some run-time debugging.
I have seen a comment or two about the project compiling despite some build errors. How do I do that? If I use the command line compiler it seems to do this, but apparently I am spoiled VS programmer who wants a to build in one step, not two.
I have VS2013 and TS 1.5.
Thanks, Brad
How do I do that? If I use the command line compiler it seems to do this, but apparently I am spoiled VS programmer who wants a to build in one step, not two.
Make sure that in your csproj you have noEmitOnError set to false.

The breakpoint will not currently be hit. Unable to set requested breakpoint on target

Im working on Arduino Uno board recently im stuck with my code, i couldnt debug using print() in ArduinoIde.So i downloaded AtmelStudio 6.2 for debug purpose.
when i set the breakpoint and try to build .Im getting the warning
The breakpoint will not currently be hit. Unable to set requested breakpoint on target.The current selected deviceis unable to set breakpoints during runtime
please help me sort this issue
Following workarounds worked with the same problem using ATMega 168P on Atmel Studio 7 with Atmel-ICE.
1. Assembler
Insert the following assembler code where you want your breakpoint:
asm("break");
Please note, this is a really ugly solution and not suitable for all situations. It only works with DEBUGwire and makes your program stop in any case, even if no programmer is attached.
2. Create new project
Creating a new project at a different location helped as well. I copied all the required files to the new folder. The new location has a short path (C:\atmel\project...) and contains no spaces, no umlauts etc.
I had a similar problem, the difference was that I could only hit breakpoints in the original modules of my project (i.e. those already existent when I created the .cproj), any modules I added later wouldn't have the program stopped in breakpoints placed on them.
The solution (2) mentioned by #pafodie worked to solve this, but in the process I found a simpler way: just delete the .atsuo file. It will later be automatically recreated, and the problem disappears (at least until you add more modules). It seems AS6 caches something there that isn't updated when new files are added, or does it incorrectly.
I might've found a solution that works, for me at least! You need to disable compiler optimization. In Atmel Studio,
Hit Alt+F7 > ToolChain > Optimization {there are 2 Optimization
windows but only one fits the shoes} > Optimization level > None
I found it here, explained better than I did: https://www.microchip.com/webdoc/GUID-ECD8A826-B1DA-44FC-BE0B-5A53418A47BD/index.html?GUID-8FF26BD2-DBFF-48DD-91FB-8585D91A938D figure 5
If using external Makefile, make sure the -g (debug) flag is set in CFLAGS.
Otherwise, Atmel Studio would have no idea how the source files correspond to the compiled binary.

XCode Project - ld: library not found for -llib

Recently I ran into a CMake problem that can be found in this thread:
Cmake on OSX Yosemite 10.10.3 - GLEW: package 'gl' not found
Eventually it got solved, maybe partly due to my inexperience in XCode and CMake. (I mainly used visual studio to compile projects in the past.)
After the alteration in the linked thread I got warning about my GLEW libs in CMake
(Is this something I should be worried about or is it not important?):
MACOSX_RPATH is not specified for the following targets:
GLEW_MX_shared
GLEW_shared
I simply ignored it and tried to compile my project in XCode with the ALL_BUILD target selected. In the sparky target it said the include files in main could not be found so I added the .h files into the inc folder of my project.
When I compiled again the compiler started complaining again
(I don't know what this error means and how I can fix it.):
ld: library not found for -llib
Googled it for the entire day now and I can't find anything to solve this issue.
It's so frustrating working with XCode as an IDE but I really want to learn more about different platforms and their most popular IDE's so I can make multi platform applications from the start instead of porting it afterwards.
And if it matters I am using OSX Yosemite 10.10.3.
To make my issue easier to understand, I've put a zip of my project on my dropbox.
https://www.dropbox.com/s/xnrh90kuih9ia5a/SPARKY%202.zip?dl=0
Feel free to ask questions if I explained things to briefly and again, thanks to everyone who contributes here. I really learned allot after discovering these forums.
EDIT: Alright I booted up my windows machine, generated a visual studio environment and tried to build it on there. Seems that the same problem also happens here. I looked at the linker attributes/flags and saw a lib.lib file added to the linking process which doesn't look right at all.
When removing the file, the error disappeared and many others arrived! (Which are simply solved by linking the appropriate libs so I wont handle those here.)
I misunderstood the error on my mac and thought it was referring to a random library which I needed to hunt down but actually it's a inconsistency in one of my CMake files.
EDIT2: Now I only have to find out where the lib.lib comes from and how I can ditch the flags from the project so I can generate my environment and build right away!
So moral of the story. Sometimes the solution is right in front of you and still ends up more like looking for a needle in a haystack.
I removed the following from my root CMakeLists.txt file and the random lib.lib library was gone from my generated projects
SET( PROJ_LIBRARIES "lib" )
I thought this added a folder containing libraries but actually what it did was adding another flag for a specific library because this variable was being fed to:
TARGET_LINK_LIBRARIES( ${PROJ_NAME} ${PROJ_LIBRARIES} ${OPENGL_LIBRARIES} ${GLEW_LIBRARIES} )

How to add specific flags to moc in a vs2010 project?

I'm trying to resolve this bug and a workaround suggested was to pass -DBOOST_TT_HAS_OPERATOR_HPP_INCLUDED to moc.exe.
This question is related to mine. The difference is I want to add a MOC flag in a VS2010 project (VS add-in).
I've tried left click -> Qt Project Setting -> MocOptions and adding -DBOOST_TT_HAS_OPERATOR_HPP_INCLUDED
Note my problem occurs using boost 1.53.
The solution has been provided yesterday from here
We need to add -DBOOST_NO_TEMPLATE_PARTIAL_SPECIALIZATION to the moc options too.
What you've tried is actually the right solution. However, you need to rebuild your project in order to work around the bug. When DBOOST_TT_HAS_OPERATOR_HPP_INCLUDED is set, it changes the precompilation of your Boost headers. As you stated, you are using boost in precompiled headers. You have to rebuild them as well to fix your problem.

General Compilation Problems VS 2010

I'm running VS2010 Version 10.0.30319.1 RMTRel
I've noticed problems compiling VB.NET application. When I "rebuild" the solution it reports the build was successful. When I then click the run icon to begin debugging, then the compiler will report build errors(often related to referenced projects). I've confirmed all the projects are targeting the same framework and after an undeterministic number of times repeating the same steps, it will eventually compile. This seems consistent enough to me with other code bases to believe that it's a problem with VS. Anyone have any thoughts that might help improve my experience?
You should also check your configuration manager - probably some of projects are disabled for building in current build plan.
is this a rather large solution? If so, the order of build may be out of whack and the way to solve that is to set the build order of the projects to make sure all of the dependent projects are built first.
One common reason is circular references. You cannot do this in a pair of projects, but it can be done if you cobble together a long string of projects. The way to catch this is a dependency mapping tool with a visual representation of dependencies. You will see the items that refer back up to the top.

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