I've been coding in C for a while and I only compiled and debugged with Dev-C++ compiler. Now I'm trying to learn Lua programming language. Just downloaded the Lua source code and I want to compile it with Dev-C++. Can you explain how can I use them? My OS is Win 7.
Edit: Sorry for the explaining mistake. I downloaded the original Lua source code and I want to use the header files that the original source code contains. So I do not know how to add header files to the project that you can open in Dev-C++.
I recommend that you download and use the IDE called SciTE, it is as simple as DEV C++ and comes with a compiler ready to run Lua.
But if you really want to customize a lua compiler, you can call lua.exe to compile and run your Lua file
for example, my Lua is installed in C:\Lua
so I use the following command to compile my codes:
C:\Lua\lua.exe myScript.lua
Related
Sorry for a question that might appear stupid to more experienced developers: I am still a newcomer to C and C++.
I come from Python/Java development land and am trying to get a better insight into C and C++. I installed JetBrains CLion and cloned CPython mercurial repository. However when I started looking at the source code, I realized that Clion was highlighting a lot of constructs that seemed to be working. For instance:
Or
As far as I can see, Clion seems the have problem with the identation style of Python, C code, but once again, I might be wrong.
How Clion configurations can be altered for it to properly parse the CPython code?
CPython uses GNU Autotools for the build, but that toolset is not supported by CLion. See issues CPP-494 and CPP-193. CLion currently supports only one build system - CMake.
You can create your own CMakeLists.txt file and list the sources in there. This will help CLion to understand the structure of the source tree and allow it to find the headers etc:
cmake_minimum_required(VERSION 3.0)
project(cpython)
file(GLOB SOURCE_FILES
Python/*.c
Parser/*.c
Objects/*.c
Modules/*.c)
include_directories(Include)
add_executable(cpython ${SOURCE_FILES})
For the actual build, use standard build tools from command line. Alternatively, custom command can be added to CMakeLists.txt to call make. See add_custom_command for that.
As mentioned in the above answer you need a CMake Project to allow CLion to build Python.
In fact there is already a CMakeList.txt-files for CPython, that is maintained independently from the official sources:
https://github.com/python-cmake-buildsystem/python-cmake-buildsystem
I didn't test it with CLion but it should do the job...
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.
I'm trying to link lua statically into my C++ application with VS2012. I downloaded the vs11_lib files off of sourceforge and added linker dependencies for this file, lua52.lib. I'm now getting all sorts of link errors when I try to compile and I'm pretty sure I missed a step. Again, I'm doing this statically since I'd like my application to run stand-alone. Any pointers would be greatly appreciated!
The best way is to build embeddable Lua yourself. Download source files for your desired version, create a static library project in VS2012, copy the source files (*.h and *.c to the VS project, not VS solution) and add all source files to the project, except luac.c and lua.c, which are needed for standalone executable rather than embedded library (and they conflict with each other in one project anyway).
After that compile the release version and you got yourself lua5.x.lib that you can link against. If it's still not working, then the problem might be that you added linker dependencies in the wrong place.
Lua sources can be compiled as C or C++. I figure the lib files you are trying to use are compiled as C and you are including their headers as C++. The outcome would be that the names of the functions are different; ergo, the linking errors.
If you are using a C lib in a C++ file, wrap the lib's header like so:
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
For more detailed instructions using Lua with Visual Studio, see this article.
UPDATE:
As, #lhf says in a comment, the newer distributions of Lua provide a C++ header lua.hpp which does the same thing. It is described for older distributions in PIL.
I am new to the text editor Vim. I want to use it for programming
C. I am using Windows and the bcc32 compiler from Borland.
I cannot seem to get my C code to compile.
I think something is wrong with my setup. Can someone give step by step information
on how to setup Vim for compiling using BCC?
I've not used the bcc32 compiler, but I'm assuming it uses a different make tool than make. You'll need to put:
set makeprg=<make command>
Somewhere in your .vimrc file.
A Google search of vim and bcc led me to this page.
http://ftp.nluug.nl/vim/runtime/compiler/bcc.vim
You'll have to place this bcc.vim in the ~/vimfiles/compiler directory
I haven't done C in a long time. I'd like to compile this program, but I have no idea how to proceed. It seems like the makefile refers to GCC a lot and I've never used GCC.
I just want an executable that will run on windows.
You may need to install either cygwin or mingw, which are UNIX-like environments for Windows.
http://www.mingw.org/
http://www.cygwin.com/
When downloading/installing either cygwin or mingw, you will have the option of downloading and installing some optional features; you will need the following:
gcc (try version 2.x first, not 3.x)
binutils
GNU make (or gmake)
If it requires gcc and you want it to run on Windows, you could download Cygwin.
That's basically an emulator for GNU/Linux type stuff for Windows. It works with an emulation DLL.
http://www.cygwin.com/
In order to compile this program you need a C compiler. It does not have to be gcc, although you are already given a makefile set up to use gcc. The simplest thing for you to do would be the following:
Install cygwin
Open the cygwin command prompt
go into the directory where you have your makefile
type 'make'
That should compile your program
If you are not comfortable with using command line tools then you can download the free version of MS Visual Studio and import the source files into a new Visual Studio project. This way you would not need to install cygwin and use gcc, but you would need to know how to create projects and run programs in Visual Studio.
You almost certainly don't need all of cygwin to compile using gcc. There are plenty of standalone gcc clones for Windows, like gcw.
If it's reasonably portable C code (I haven't looked at it), then you may be able to just ignore the included Makefile and feed the source into whatever compiler you do want to use. What happens when you try that?
Dev-C++ provides a simple but nice IDE which uses the Mingw gcc compiler and provides Makefile support. Here are the steps I used to build the above code using Dev-C++ (i.e. this is a "how-to")
After downloading the source zip from NIST, I
downloaded and installed the Dev-C++ 5 beta 9 release
created a new empty project
added all the .c files from sts-2.0\src
Then under Project Options
added -lm in the Linker column under Parameters
added sts-2.0\include to the Include Directories in Directories
set the Executable and Object directories to the obj directory under the Build Options
and then hit OK to close the dialog. Go to Execute > Compile and let it whirl. A minute later, you can find the executable in the sts-2.0\obj directory.
First, there is little chance that a program with only makefiles will build with visual studio, if only because visual studio is not a good C compiler from a standard POV (the math functions in particular are very poorly supported on MS compilers). It may be possible, but it won't be easy, specially if you are not familiar with C. You should really stick to the makefiles instead of trying to import the code in your own IDE - this kind of scienfitic code is clearly meant to be compiled from the command line. It is a test suite, so trying things randomly is NOT a good idea.
You should use mingw + msys to install it: mingw will give you the compilers (gcc, etc...) and msys the shell for the make file to run correctly. Contrary to one other poster, I would advise you against using gcc 2 - I don't see any point in that. I routinely use gcc 3 (and even 4) on windows to build scientific code, it works well when the code is unix-like (which is the standard platform for this kind of code).