I need to build a little program that I code on gnome-builder. I have compiled
gtk4 from source on debian 10 and it is on "/opt/gtk" now I'm looking for a way to tell gnome-builder ( using meson.build?) to look at "/opt/gtk/pkgconfig" to find "*.pc" files
I tried many things but nothing seems to work. Can someone has a solution?
Related
I am currently trying to set up CLion, as I like IntelliJ a lot, and I ran into this seemingly very basic problem:
CMake Error: The source directory "/cygdrive/c/.../untitled" does not appear to contain CMakeLists.txt.
Specify --help for usage, or press the help button on the CMake GUI.
This happens even when building a clean C project from scratch in CLion, where a CMakeLists.txt file is present in exactly that directory. I use cygwin64 as compiler and work on a Windows x64 machine. I guess /cygdrive/ before c is due to that.
Sorry to bother you guys with that basic stuff, but I simply cannot work it out. I know there are a lot of similar questions around, unfortunately that did not help me.
I have looked at other similar questions around stackoverflow, but it doesn't seem to work for me. I am trying to compile a code sample, and it needs these header files:
linux/module.h
linux/modversion.h
linux/sched.h
linux/tqueue.h
But I keep getting errors saying that those files can't be found. I know I should add them to the kernel, but can you please guide me through the process and tell me how to get this done. Thanks in advance for any help.
The code sample can be found here.
You probably want to compile kernel source code first, or check if the below path exists
/lib/modules/kernel-version/build
Or more precisely
/lib/modules/`uname -r`/build
Or
path to your kernel build
This is generally the path where your kernel build tree is present.
Needless to say normal gcc based compilation wont work here.
This should get you started
Some of these files are shipped with any linux distro in :
/usr/include/linux/
but if you haven't linux installed in your machine see linux source tree in github repo :
https://github.com/torvalds/linux/tree/master/include/linux
I am trying to have a scheme with my library that is coherent and usable/reusable.
I work in a team where we work with continuous integration but sometimes I need to use old version of the same library. That's because some part of the software are not updated for using the new version.
I'm actually in the middle of a headache understanding how to use cmake for having something like this:
PATH/Library/Processor/Library_X/Version/static_library_and_includes
Where Library is a common name where to put my stuff
Processor could be attiny24, atmega, lxpXXXX, etc
Library_X is the name of the library
Version a progressive number from 0 to X
static_library_and_includes the static libraries built within that cmake module and the include files needed for using it.
How can I do this using cmake?
I work with different microprocessor crosscompiling with gcc. This is not a problem.
I work with static library, this is not a problem.
I can install them in the right directory. Not a problem
I can't ask the executable to link to the right .a file. Sometimes cmake pick the right one, sometimes not.
Can you please give me a hint on how you guys do it?
thank in advance
Andrea
See the search paths here: https://cmake.org/cmake/help/latest/command/find_package.html#search-procedure .
CMake will find packages in directories named name*, so you can install to <prefix>/FizzBuzz-1.0.0 and <prefix>/FizzBuzz-2.0.0.
As long as each as a correct ConfigVersion.cmake file, it should do what you want.
So, I got file "lfs.c" "lfs.h" "lfs.def" and ".gitignore". I tried installing MinGW and typing in that command: gcc lfs.c (Keep in mind that I'm a total newbie in such things), which leaves me with error "failed to include lua.h"... I don't know how to do that, can anyone please explain to me how to do that? Or at least give me the link to already compiled lfs.dll?
You are likely to be missing Lua include files; see this SO answer for details on how to set it up.
Simply getting lfs.dll may not be so easy as different DLLs may depends on different Lua DLLs on Windows. I have lfs.dll that is compiled against Lua51.dll, so if this works for your project/needs, you can get a compiled version here.
My question may completely be a noob. Sorry, for that but I have been trying to compile my first Cuda code in Xcode and I'm lost where and how I could set up the IDE to invoke NVCC.
I installed the latest CUDA toolkit CUDA 6.0 and have even installed GCC 4.8 using brew. I have XCODE 5.5
When I run my code from XCODE all the directives like global are marked as unidentified.
I don't where and to change the settings to invoke NVCC. I will be really thankful, if anyone could help me with this.
Further, when I created the XCODE project, I created it as a C project. So, I placed the CUDA code in this C file, which is what is giving me the above mentioned errors. I tried to replace this .C file with a .cu file (just change the extension), which too failed badly - XCODE didn't even know what to do with the .cu files
COuld anyone please help me?
Thanks in Advance
I have given it a try. Although I have not completely succeeded I thought I'd post my progress here in hopes of helping others. The steps I took were inspired by this page.
Create a new Xcode project
Under Build Settings add a new user defined setting CC with the value /usr/local/cuda/bin/nvcc.
Add /usr/local/cuda/include to Header Search Paths under Build Settings.
Set Enable Modules (C and Objective-C) to No.
Add /usr/local/cuda/lib/libcuda.dylib to Link Binary With Libraries under Build Phases.
For any C files you create set their extension to .cu in the File Inspector, after you have done that you have to set the type of that file to C source to get syntax highlighting, by going to Editor->Syntax Coloring->C.
Problems with this setup:
- Xcode can't run the executable, at least nog if it is compiled for debugging. However you can make it copy the executable to some reasonable location and run it in the terminal.
- Whenever you try 'Build for running' sometimes Xcode magically destroys the whole project.