Structure and dependencies of cross-platform CMake project - c

What is the right way to include external dependencies into CMake project? I've seen in some projects and dependencies, people add dependency as a git submodule, some find-scripts ExternalProject and package managers (conan).
So, the project is cross-platform (Windows, Android, in perspective iOS, macOS, Linux and others) and needs cross-compiling. The project is closed source, so user gets compiled binary. Cross-compiling is very important. Some of platforms require special dependencies (example: desktop needs GLFW).
One of solutions I think about: write a script (I think, python, because I need ability to compile project as in Windows as in Linux), which will compile all the dependencies for given platform (toolchain), put them in right folders and generate a script with paths to the libraries.

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Is it possible to build a binary package with poky?

As given in mega-manual,
4.2.2.2. Creating the Project
You can create two types of projects: Autotools-based, or
Makefile-based. This section describes how to create Autotools-based
projects from within the Eclipse IDE. For information on creating
Makefile-based projects in a terminal window, see the section "Using
the Command Line" in the Yocto Project Application Developer's Guide.
I want to deploy a separate binary package, I don't want to create an image including my package. Isn't it possible to build a binary package like .ipk .deb .rpm using poky?
Yes, packages are always created. Autotools and Makefiles are for configuring/building software, so not really related to the question.
Use the PACKAGE_CLASSES variable in your configuration to select the package types you want to build with Yocto/OpenEmbedded. When you "bitbake recipe-name" the packages are built in the deploy directories under recipe WORKDIR.
Please don't expect the packages to be compatible with some other operating system though: they will be tailored for your specific configuration. If you already have an image running exactly that configuration, then it should be fine.

When doing make (gcc), how can you pull in all required libraries into a specific folder?

I am trying to recompile a program compiled for linux, to run under Windows using cygwin. But there are obviously a lot of libraries that are dependencies.
When I use make/gcc to build, how can I somehow pull in all the dependencies into a folder in linux, and then copy those dependencies over to cygwin and do the make over there?
Thanks

Building a multi module C project (i.e. solution) with Eclipse CDT

I am moving from Netbeans to Eclipse (on Ubuntu 12.0.4). I have a C application that consists of several sub projects which are libraries (shared and static), as well as stand alone executables.
I can't figure out how to create a 'parent' project foo, which contains component projects
foobar
foofoo
barfoo
barbar
Ideally, I want all the 'component projects' to be created under the folder foo, so that I have a directory structure like this:
/path/to/foo/foobar/ (contains foobar project files)
/path/to/foo/foofoo/ (contains foofoo project files)
/path/to/foo/barfoo/ (contains barfoo project files)
/path/to/foo/barbar/ (contains barbar project files)
Does anyone know how I can achieve this structure using Eclipse as IDE (with CDT)?
Last but not the least, I intend to create my C modules using the Autotools option. Will the generated files for Autotools be automatically updated as I add new header/source to a module - or do I need to manually maintain the Autotool files?
Friend,
I think there is no the "parent" C project. You can create a normal C project in IDE and add all dependencies into sub-folders. Then tell compiler your build procedure via Makefile. I think it's easy way as you have had experience on C application.
About autotools, once you update/add/remove your project file, I think you need to modify your Makefile to reflect your change and do clean and rebuild your project.
For other C build tools, you can use buildroot if you'd like.
The best way I can think to do this in eclipse is to create a separate workspace for the project e.g. foo, and then add the sub-projects (foobar, foofoo, etc...) as projects. This is generally a better approach to take with eclipse, instead of a single monolithic workspace. I don't know what the specific dependency structure for the sub-projects looks like, but you should be able to express it simply by using eclipse project properties. This can include a rollup executable sub-project that depends on the libraries.
Unfortunately, I'm not sure if eclipse cdt will maintain autotools files. However if not, it should be relatively easy to integrate and use some of the autotools binaries such as autoscan, and autoheader into the eclipse build commands.
At first you need to a working directory, Then you should new project, Then per file or per class (according to C++ or C ) append your files, it's much safe way. another way is not clean, i have experience. don't use them.

cmake vs gmake for qtcreator project

I am attempting to use QtCreator as an IDE for a straight C project. The reason is that I am comfortable with QtCreator and I want a visual IDE for stepping through this new project I am working on. My development box and my deployment box are different, but both of those have gmake on them. QtCreator requires cmake, which I dont mind putting on my development box, but my deployment box is not going to have cmake.
Am I OK to build my software on the Qt box, and be sure it will deploy on the deployment box?
Edit: to be clear, the existing code base already has a makefile structure going, and I'd rather not interrupt that. If I can set my project up to use those existing targets and such it would be great.
If your project is using CMake as build system, then you should have it installed on the machine you are building. You can't pregenerate Makefile's and then just run make on the other box.
Well, you actually can, but then you will probably need same compiler versions, libs/headers located in same paths and etc. So generally it's not good idea.
As for deploying already compiled binaries - it have no relation to CMake. The general rule there is that you should have same shared libraries on both machines. Linking your project statically allows deploying single fat executable/library, without any additional dependencies.

Compiling C code as static library for use in iPhone app?

Pardon me if this is a "noob" question, I'm overextending myself a bit with this.
I'm trying to compile a library written in C for use in an iPhone app I'm developing. I can't seem to figure out how to do this, and I've been searching and trying things for hours.
I've tried using an External Build System project, and selecting the folder where the makefile.in.am.mingw are.
I've tried creating a Static Library project and adding the header\source files to the project. Which looked good until I tried to compile and got 260k+ errors.
When I 'cd' to the directory with the makefiles and type 'make' I get:
No targets specified and no makefile found. Stop.
I have no idea how makefiles work, I just want to use the library!
Is there a simple way to do this? If someone could at least point me in the right direction, I would be quite appreciative.
The makefiles you have are for GNU automake (under MINGW by the look of it). Even if you get them working (automake can be tricky, but it is included in Mac OS X's development thankfully), it probably won't help you much in building an iPhone library.
I did this with an existing C library by creating a new framework target in Xcode with the right include settings, etc gleaned from looking at the makefiles. That created a .framework bundle with headers and an iPhone .a library ready to be used by an iPhone project. You could also just import the C source into the iPhone project, and have it compiled in that way which would probably be quicker.

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