Installing Kaldi on MacOS Catalina -- error with zlib - zlib

I am trying to work with the DiscVoice Library which requires the Kaldi Library. In order to install Kaldi, I needed to run extras/check_dependencies.sh to check the dependencies of the program, and I am currently getting:
extras/check_dependencies.sh: zlib is not installed.
extras/check_dependencies.sh: The following prerequisites are missing; install them first:
zlib1g-dev
I have been trying to install the zlib library, and have been unsuccessful. I have tried brew install zlib, which runs successfully but when I run the extras/check_dependencies.sh the output is not changed to reflect that.
I am working on macOS Catalina.

zlib is already there in macOS. You don't need to install it.
You might want to examine extras/check_dependencies.sh to see how it is looking for zlib. macOS does not store its headers files or library files in the usual locations.

Related

How to use C library installed with vcpkg on linux?

I'm trying to install libwebsockets C library with vcpkg according to the instruction. And don't understand something.
OS - Ubuntu 20.04
git clone https://github.com/microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg install [library-name]
Library is installed and what to do next? How to compile test files with the library?
The question is more about how to use vcpkg on linux.
You can give an example of another library installed with vcpkg.
vcpkg is a C/C++ package manager, it is very necessary in windows.
However, in ubuntu, itself provides a very complete package management mechanism.
Therefore, even if you are building a cross platform software system, do not use vcpkg in ubuntu :)
You can try this:
$> sudo apt install libwebsockets-dev
In this way, the libwebsockets header files and library files you need have been installed and can be used directly.
Here is another example:
I want to install gtkmm4 in ubuntu 20.04 LTS, since gtkmm4 is not available for apt download I'm installing it with vcpkg.
for simplification, I'm setting VCPKG_DIR to the vcpkg directory I cloned.
export VCPKG_DIR=/path/to/vckpg
Then for a C++ program, you can write CMake file like below
PROJECT(gtkmmtest)
cmake_minimum_required(VERSION 3.10)
set(VCPKG_DIR $ENV{VCPKG_DIR})
include(${VCPKG_DIR}/scripts/buildsystems/vcpkg.cmake) # --> important
# Use the package PkgConfig to detect GTK+ headers/library files
FIND_PACKAGE(PkgConfig REQUIRED)
FIND_PACKAGE(Threads REQUIRED)
pkg_check_modules(GTK4 REQUIRED gtk4)
PKG_CHECK_MODULES(GTKMM gtkmm-4.0)
include_directories(${GTK4_INCLUDE_DIRS})
include_directories(${GTKMM_INCLUDE_DIRS})
link_directories(${VCPKG_DIR}/packages/gtk_x64-linux/lib)
link_directories(${GTK4_LIBRARY_DIRS})
add_definitions(${GTK4_CFLAGS_OTHER})
target_link_libraries(${GTKMMTEST} PRIVATE ${GTK4_LIBRARIES} ${GTKMM_LIBRARIES} pthread)
Complete CMake file can be found here
You can still use the the standard include_directories and link_directories if there is no PkgConfig avilable.
eg:
include_directories(${VCPKG_DIR}/packages/gtkmm_x64-linux/include/gtkmm-4.0/)
Library is installed and what to do next? How to compile test files with the library?
The question is more about how to use vcpkg on linux.
The answer to this question really depends on your buildsystem and the port/library you want to use and not the platform itself.
In the case of libwebsockets libwebsockets-config.cmake get installed so you could use CMake and do a find_package(libwebsockets CONFIG REQUIRED) to get the imported targets the port exports within LibwebsocketsTargets.cmake. Of course this requires setting CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain (<vcpkg_root>/scripts/buildsystems/vcpkg.cmake) or including it before the first project() in your CMakeLists.txt (more details are mentioned in the vcpkg docs which you hopefully read....)
Other libraries/ports might export *.pc files. For these FindPkgConfig.cmake can be used directly (see CMake docs) or you can setup PKG_CONFIG_PATH and prepend <vcpkg_root>/installed/<triplet (here probably: x64-linux)>/(debug/)lib/pkgconfig for other buildsystems like autotools or manual makefiles etc.
In the end how to use vcpkg or more precisly the libraries from it depends on what buildsystem you intend to use.

How do you install zlib on aarch64?

I'm trying to see if I can get wagtail running locally on my Android phone (aarch64) with Termux. But it uses Pillow which has a dependency for zlib. I can't seem to find zlib on package depos like apt or pkg. Do I need to compile it from source? (Still a novice with Unix, sorry.)
zlib is already there in the NDK.
i was having the same problem. i have a note 8(samsung). just go to GitHub and install zlib from there, after that you will be avaible to install pillow.
You can fix this issue by running termux-chroot before running buildozer
buildozer expecte zlib to be
/usr/include/zlib.h
but in termux it is in
$PREFIX/include/zlib.h
By running termux-chroot, $PREFIX will be /usr

How do I install libDb from source on OSX

I cloned this repo and then...
cd build_unix
../dist/configure
make
sudo make install
Then I go to the project I am trying to compile and run stack install I get the following...
Configuring BerkeleyDB-0.8.7...
Cabal-simple_mPHDZzAJ_1.24.2.0_ghc-8.0.2: Missing dependency on a foreign
library:
* Missing C library: db
This problem can usually be solved by installing the system package that
provides this library (you may need the "-dev" version). If the library is
already installed but in a non-standard location then you can use the flags
--extra-include-dirs= and --extra-lib-dirs= to specify where it is.
This is on OSX
Rather than compiling from source, you could use homebrew:
brew install berkeley-db

(Mac OSX) Adding libraries to C -specifically gnuplot

I am a begineer trying to get code in C. I am working on a Mac and using xcode. My only past experience has been with java using eclipse and everything was pretty straight forward. I have almost no experience with terminal.
I am required to learn a bit of C for a project I will be working on and the learning of syntax is coming along okay, but I am at a point where I need to include some libraries in my c program. Specifically I am attempting to make plots with gnuplots.
I have downloaded gnuplot-4.6.3 from their repository and I do not even know how to install the files. I have been looking around and have tried using terminal to use the ./configure command when I am in the gnuplot-4.6.3 directory. But I really don't know what I am doing so I don't even know where to go next or what to do next.
Sorry if this is so trivial, I honestly just have never done this before and I cannot find a good tutorial on what to do.
Thanks for any help you can offer.
I would recommend using MacPorts for installing third-party tools and libraries. It knows the dependencies required and will install them as part of the installation.
Download it from macports.org.
Install it, and allow it to modify your ~/.profile so that /opt/local/bin is in your $PATH (any issue then just do export PATH=/opt/local/bin:$PATH from the command line).
sudo port selfupdate
sudo port install gnuplot
Now that will install the library into /opt/local/lib with the include files in /opt/local/include, so now just add that library to your Xcode project. Select the target and in the Build Phases tab open up the Link Binary With Libraries and press the + button and select Add Other. Now find /opt/local/lib/libgnuplot.a (I am assuming that's what it's called; I don't have it installed my self):
Now add /opt/local/include to your Header Search Paths so the compiler can find the gnuplot header files. Select the target and in Build Setting type in "header search" in the search box. Now double-click on the Header Search Path in the target column (or the project column to the right) and add /opt/local/include:
It's fine! You're learning then! Keep up! When I hit this kind of problem you may want to learn about the basis for linux gcc/g++ compilation and linking processes. Then you should learn Cmake and Automake, which are basically packages to configure projects before compiling building.
A typical (good) project in Unix systems build with commands
./configure
make
sudo make install
or
cmake CMakelists.txt
make all
sudo make install
That's what you need to do after downloading a source tarball online to install unix programs.
Now since you are using Mac, there are so-called package installers, one which is macports and homebrew. I personally suggest homebrew than macports here (I've tried both, although macports still outnumber homebrew with the number of repos, homebrew has the newest support, especially when upgrading to a new OS). So to install homebrew you can do
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
Execute that in your terminal (see http://brew.sh/) for more information.
Then you could simply install GNUplot by
brew install gnuplot

How to set up libusb on Mac OS X?

I'd like to try to make a user-space device driver using libusb on Mac, but I'm confused where to start. In the SDK installer (which I got from http://www.ellert.se/twain-sane) it said something about examples which I couldn't find anywhere on my computer.
Could anyone please describe how do I set up libusb for development on OS X? May I use Xcode? What should I include in my code?
brew install libusb-compat
Working on OSX Yosemite 10.10
Easiest way to do this:
brew install libusb
Homebrew is amazing and I recommend it for all developers that use Mac.
I tried to install the SDK from the aforementioned website and couldn't find a trace of it once the installer finished. Though I did find some libusb items at /usr/local/Developer/SDKs/MacOSX10.6.sdk/usr/local/ I'm not sure it came from that installer as I couldn't find any examples, just libraries and they were labeled as libusb0.1.4.
On the other hand, since you asked your question with the macports tag, I'd suggest you use that to install libusb as it at least puts everything in a known location:
/opt/local/var/macports/software for install files
/opt/local/lib for libraries
/opt/local/include for header files
If you've never used macports then once you have macports installed then you can install libusb using
sudo port install libusb
to install libusb1.0 or
sudo port install libusb-legacy
to install libusb0.1.12.
Then you can create a project in Xcode and link to the libusb-*.a library contained in /opt/local/lib (in my directory my library file is called libusb-1.0.a since I have libusb1.0 installed).
I don't have much experience using Xcode so I can't help you any further down this path. Personally what I've done so far is use a Python wrapper called pyusb to do some quick experimentation with libusb as I don't have to do IDE setup or library/include file setup with Python.
UPDATE: Poking around the macports install directory for libusb, I didn't find any examples included which was a bummer. If you've gotten this far then I'd suggest going directly to the source for libusb, download and unpack the tar file, and building the code that's in the example directory. Sorry for the roundabout way of getting libusb examples but I've really come to appreciate the organization macports imposes on installations which saves me quite a bit of future pain (like when I want to uninstall).
once libusb is installed using following command:
brew install libusb
or
brew install libusb-compat
link libusb to the build system using
brew link libusb
to be able to configure any project depending on libusb, use pkg-config:
pkg-config --cflags libusb-1.0
and
pkg-config --libs libusb-1.0
before calling any ./configure

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