Cross compile Boost 1.40 for VxWorks 6.4 - boost

I'm trying to migrate a project which uses Boost (particularly boost::thread and boost::asio) to VxWorks.
I can't get boost to compile using the vxworks gnu compiler. I figured that this wasn't going to be an issue as I'd seen patches on the boost trac that purport to make this possible, and since the vxworks compiler is part of the gnu tool chain I should be able to follow the directions in the boost docs for cross compilation.
I'm building on windows for a ppc vxworks.
I changed the user-config.jam file as specified in the boost docs, and used the target-os=linux option to bjam, but bjam appears to hang before it can compile. Closer inspection of the commands issued by bjam (by invoking it using the -n option) reveal that it's trying to compile with boost::thread's win32 files. This can't be right, as vxworks uses pthreads.
My bjam command: .\bjam --with-thread toolset=gcc-ppc target-os=linux gcc-ppc is set in user-config to point to the g++ppc vxworks cross compiler.
What am I doing wrong? I believe I have followed the docs to the letter.

If it's #including win32 headers instead of the pthread ones, there could be a discrepancy between the set of macros your compiler is defining and the macros the boost headers are checking for. I had a problem like that with the smart pointer headers, which in an older version of boost would check for __ppc but my compiler defined __ppc__ (or vice versa, can't remember).
touch empty.cpp
ccppc -dD -E empty.cpp
That will show you what macros are predefined by your compiler.
I never tried to compile boost for VxWorks, since I only needed a few of the headers.

Try also adding
threadapi=pthread
The documentation you mention is for Boost.Build -- which is standalone build tool -- and the above flag is something specific to Boost.Thread library. What do you mean by "hang"? Because Boost libraries are huge, it sometimes take a lot of time to scan dependencies prior to build.
If it actually hangs, can you catch bjam in a debugger and produce a backtrace? Also, log of any output will help.

Related

Can I use GCC compiler AND Clangd Language Server?

I am working on a project that uses a GCC library (SFML), which is not available for clang, as far as I know. I am using COC with vim for code completions, but for C++ it needs clangd. Is there a way to use GCC as my compiler, but still use the clangd language server?
I have also heard that there may be a way to make clang recognize GCC libraries/headers, but I've never been able to make it work right. If somebody could point me in the right direction there that would be helpfull too. But I'm used to GCC (I've been using it since I started programming C++), so being able to use clangd and GCC would be preferable.
Yes it is. I do it with ccls (which is clang based as well).
Given my installation of clang is not the standard one (I compile it, tune it to use libc++ by default, and I install it somewhere in my personal space) I have to inject paths to header files known by clang but unknown by other clang based tools.
I obtain them with
clang++ -E -xc++ - -Wp,-v < /dev/null
Regarding the other options related to the current project, I make sure to have a compile_commands.json compilation database (generated by CMake, or bear if I have no other choice), and ccls can work from there. I expect clangd to be quite similar in these aspects.
Ops, answered the wrong question.
But for those who use ccls:
create a .ccls file in your project directory and append --gcc-toolchain=/usr to it.
use this tool to generate a compile_commands.json file
see https://github.com/MaskRay/ccls/wiki/FAQ#compiling-with-gcc

building boost with clang 3.8 on windows

From some Googling around it seems that clang's support for windows has been improving recently and boost's support for clang may also have improved. But I'm fairly new to all this heavy-lifting compiler configuration stuff and new to boost, so I'm not sure what the current status really is.
I'm trying to run the command:
b2 --build-dir=build toolset=clang --build-type=complete stage
as suggested in section 5.2.4 in www.boost.org/.../getting_started/windows.
This does work to some extent, but watching the logs being printed to screen I see a few worrying things:
statements starting clang-linux.compile.c++.... even though I am on windows.
12 warnings generated. (or similar) perhaps always these are -Wunused-local-typedef, but I'm not sure.
2 warnings and 8 errors generated (or similar) surely if there are errors the build has failed? How am I supposed to know which component of boost has not built properly and what can I do to fix this?
I'm not clear whether I need MSVC the compiler, Visual Stufio the IDE, and/or MinGW and whether I need to manually set flags to pass to the compiler? Perhaps clang+boost is not ready for windows yet?
Ultimately I want to use boost.python, and at a later date maybe boost.coroutine.
Presumably if I want to use clang for my own projects I need to compile boost with clang too?
bootstrap --with-toolset=clang-win
b2 toolset=clang-win
Make sure that clang.exe is on your PATH.

How to include ncurses while using Emscripten emcc and make on Mac

I'm trying to build a project (namely, Angband's source - http://rephial.org/downloads/3.3/angband-v3.3.2.tar.gz) with Emscripten's emcc in order to port it to Javascript and ultimately build an online version.
I've managed to get the process started with
emconfigure ./configure
make
which begins to successfully start generating LLVM bitcode .o files, but then it hangs up on main-gcu.c with 'main-gcu.c:43:11: fatal error: 'ncurses.h' file not found'
I believe main-gcu.c is the only file that references ncurses, but I just can't figure out how to include the library while compiling. Is there a way to specify including ncurses with 'make', or should I compile the main-gcu.c file individually, with 'emcc main-gcu.c -c -lncurses'? I tried doing that but that led to another error with emcc being unable to find other actually included header files two levels down (it couldn't find headers that were included by a header included by main-gcu.c - anyway to fix that?).
I'm also not certain if I have/need to install the ncurses library on Mac OSX. All I can really find are references to libncurses5-dev for Linux.
Thanks!
I think you misunderstand the compilation via Emscripten. I will try to point out a few problems you are facing.
The general rule is that all tools of Emscripten ONLY can turn LLVM formats (e.g. BITCODE) into JavaScript. emconfigure, emmake, ... modify the build environment so that your sourcecode is compiled to one of the LLVM formats (there are exceptions to the rule but nevermind). So anything you want to link against your final result has to be in a LLVM format, as well (which by default ncurses is not).
Since the output is JavaScript, there is no chance to execute any program code in different threads. While a lot of C/C++ code does use a thread for the UI and others for processing, such a model does NOT work for Emscripten. So in order to get the software compiling/running you will have to rewrite the parts that use threading. See emscripten_set_main_loop for pointers.
Even if you have the libraries compiled you then have to statically link them to Emscripten. At this point it is less of a technical problem but more of a license issue since if your library is licensed under e.g. LGPL due to static linking the GPL terms are effective.
I hope all clarity finally vanished ;)

why can't I build a dll via codelite-ide?

on windows, via codelite (compiler gcc), I wrote a simple program and wanted to build it into a dll.
After I built the project, no dll came out.
Then I ported the program to dev-c++, built it, dll came out successfully.
why codelite didn't work?
Because I chose gcc?
If anyone else is having issues with creating/linking libraries with CodeLite on Windows, ensure that the output filename does not contain the .so extension. By default, CodeLite on Windows uses the Unix shared object (.so) extension, so change it to dynamically linked library (.dll) in you project options.
<_<
Spent a very annoying three hours playing with configurations and puling my hair out as to why the linker (ld) could not find my compiled libraries. Time for some much needed sleep...zzzz
CodeLite use gcc/g++ as its compiler.
probably, its gcc/g++ compiler won't work as you expect on your winOS.
use MingW or Cygwin, they will work as you expected if you stick to gcc/g++.

Migrating from Winarm to Yagarto

This question must apply to so few people...
I am busy mrigrating my ARM C project from Winarm GCC 4.1.2 to Yagarto GCC 4.3.3.
I did not expect any differences and both compile my project happily using the same makefile and .ld files.
However while the Winarm version runs the Yagarto version doesn't. The processor is an Atmel AT91SAM7S.
Any ideas on where to look would be most welcome. i am thinking that my assumption that a makefile is a makefile is incorrect or that the .ld file for Winarm is not applicable to Yagarto.
Since they are both GCC toolchains and presumably use the same linker they must surely be compatable.
TIA
Ends.
I agree that the gcc's and the other binaries (ld) should be the same or close enough for you not to notice the differences. but the startup code whether it is your or theirs, and the C library can make a big difference. Enough to make the difference between success and failure when trying to use the same source and linker script. Now if this is 100% your code, no libraries or any other files being used from WinARM or Yagarto then this doesnt make much sense. 3.x.x to 4.x.x yes I had to re-spin my linker scripts, but 4.1.x to 4.3.x I dont remember having problems there.
It could also be a subtle difference in compiler behavior: code generation does change from gcc release to gcc release, and if your code contains pieces which are implementation-dependent for their semantics, it might well bite you in this way. Memory layouts of data might change, for example, and code that accidentally relied on it would break.
Seen that happen a lot of times.
Try it with different optimization options in the compile and see if that makes a difference.
Both WinARM and YAGARTO are based on gcc and should treat ld files equally. Also both are using gnu make utility - make files will be processed the same way. You can compare the two toolchains here and here.
If you are running your project with an OCD, then there is a difference between the implementation of the OpenOCD debugger. Also the commands sent to the debugger to configure it could be different.
If you are producing an hex file, then this could be different as the two toolchains are not using the same version of newlib library.
In order to be on the safe side, make sure that in both cases the correct binutils are first in the path.
If I were you I'd check the compilation/linker flags - specifically the defaults. It is very common for different toolchains to have different default ABIs or FP conventions. It might even be compiling using an instruction set extension that isn't supported by your CPU.

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