I've got a tool that generates files that contain definitions and declarations. These files need to be included from other source files or headers - they aren't usable standalone.
The obvious thing to do is have a custom command to generate them. My CMakeLists.txt that does this is as follows. I'm currently using this with the GNU makefile generator.
project(test_didl)
cmake_minimum_required(VERSION 3.0)
add_custom_command(
OUTPUT test_didl_structs.h test_didl_structs.c
COMMAND python ${CMAKE_CURRENT_SOURCE_DIR}/didl.py --decls=test_didl_structs.h --defs=test_didl_structs.c ${CMAKE_CURRENT_SOURCE_DIR}/test_didl_structs.py
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/didl.py ${CMAKE_CURRENT_SOURCE_DIR}/test_didl_structs.py
MAIN_DEPENDENCY ${CMAKE_CURRENT_SOURCE_DIR}/test_didl_structs.py)
add_executable(test_didl test_didl.c)
target_include_directories(test_didl PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
target_link_libraries(test_didl shared_lib)
test_didl.c is very simple:
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include "test_didl_structs.h"
#include "test_didl_structs.c"
int main(void) {
}
But on the first build, make tries to build test_didl.c, which of course fails, because test_didl_structs.* haven't been generated yet. Naturally, before the first successful build of test_didl.c, the dependency information isn't known, so make doesn't know to run the python command first.
I tried a custom target, but that's no good, because custom targets are assumed to be always dirty. This means the C file is recompiled on every build and the EXE is linked. This approach won't scale.
My eventual solution was to make the output .h file an input to the executable:
add_executable(test_didl test_didl.c test_didl_structs.h)
.h file inputs are treated as dependencies, but don't otherwise do anything interesting for makefile generators. (I am not currently interested in other generators.)
So that works, but it feels a bit ugly. It doesn't actually state explicitly that the custom commands need to be run first, though in practice this seems to happen. I'm not quite sure how, though (but I'm not up to speed on reading the CMake-generated Makefiles just yet).
Is this how it's supposed to work? Or is there something neater I'm supposed to be doing instead?
(What I'm imagining, I suppose, is something like a Visual Studio pre-build step, in that it's considered for running on every build, before the normal dependency checking. But I want this pre-build step to have dependency checking, so that it's skipped if its inputs are older than its outputs.)
My eventual solution was to make the output .h file an input to the executable.
This way is correct.
It actually states, that building executable depends on given file, and, if that file is OUTPUT for some add_custom_command(), this command will be executed before building executable.
Another way is to generate needed headers at configuration stage using execute_process(). In that case there is no need to add header files as sources for add_executable(): CMake has notion of autodetecting dependencies for compiling, so test_didl will be rebuilt after regeneration of test_didl_structs.h.
execute_process(COMMAND python ${CMAKE_CURRENT_SOURCE_DIR}/didl.py --decls=test_didl_structs.h --defs=test_didl_structs.c ${CMAKE_CURRENT_SOURCE_DIR}/test_didl_structs.py)
# ...
add_executable(test_didl test_didl.c)
Drawback of this approach is that you need manually rerun configuration stage after changing your .py files. See also that question and answer to it.
Another problem is that header file will be updated every time configuration is run.
You can try tell cmake that you are using an external source, see docs about set_source_files_properties, see this past post
Related
I'm trying to include a folder that contains a combination of around 60 .h and .hpp files. This folder contains libraries for programming robots with a Wallaby (a mini-computer-like device) for Botball competition. include is located in the same place as main.c (inside code). Up until now, this is what my header for including libraries looks like:
#include "../code/include/accel.h"
Just like accel.h, I have 60 other .h and .hpp files inside include. So, coming to my question, do I need to type out all the 60 header lines? or is there a way to include the include folder.
I'm using Clion for this project, if I can't include the folder itself, does anyone know of a shortcut in Clion to include all the files in include.
I was also thinking of using some sort of placeholder for the folder name and only specify the file type. So, for example: #include "../code/include/(generic placeholder name).h". I have no clue if something like this exists.
I would also request you to keep in mind that I'm a beginner to programming, so please keep your answers simple.
This is just for some extra info:
The Wallaby is a mini computer to which you would connect your sensors, motors, servos and cameras in order to control a robot for the Botball competition. Usually, one can connect to the Wallaby either via Wifi Direct or a cable and write programs on it directly through an online interface (not entirely sure of the word for it, but you just type in an IP address in your browser and it brings up an interface where you can make projects and code). All the code written in that interface saves directly onto the Wallaby. Here the default include statement is #include <kipr/botball.h>, so I'm assuming that botball.h (which is located on the Wallaby's storage) has all those 60 libraries consolidated in it. I got the include folder that I'm using from GitHub. This link was provided to me by one of the Botball organisers. So the main point in me trying to download the library is so that I can write and successfully compile code even when I'm not connected to the Wallaby. Hope this provides some relevant context.
Thank you for your answers!
What I'd do is
Create (maybe with scripting tools or a specific program) a "all.h" file which includes all the other header files
#ifndef ALL_INCLUDED
#define ALL_INCLUDED
#include "accel.h"
#include "bccel.h"
//...
#include "zccel.h"
#endif
Include "all.h" in your main file
#include "../code/include/all.h"
You can create "all.h" automatically every time you build your code.
CLion is an IDE for Clang and GCC. These compilers are instructed to search paths for include files by specifying -I<path> command line arguments. Any number may be specified, and they are searched in the order given, and the first match found is the file that gets included.
I am not familiar with CLion specifically but no doubt it has a dialog somewhere where you can set header file search paths.
Edit: It seems that CLion may not make this so straightforward. I understand that you have to add then via CMake: https://cmake.org/cmake/help/v3.0/command/include_directories.html#command:include_directories, but after that, the IDE will not recognise the header in the editor and will warn you of unrecognised files and will not provide code comprehension features. I believe it will build nonetheless.
I have a C project with the following structure with 1 target (binary final product)
main.c
configure.in
configure
Makefile.am
Makefile.in
folder-1
..Makefile.am
..Makefile.in
..<static library files .c files>
..<static library files .h files>
folder-2
<some .c files>
<some .h files>
...
...
I am aware how to configure and compile my project with Autotools. In regard to my library of folder-1: i am often changing files in that library with different debug levels by defining a flag called DMYDEBUG.
Compilation time for the whole project takes a while and by now, i am able to change the flag by
(1) modifiying the top-level configure.in file:
CCONFIGFLAGS="${CCONFIGFLAGS} -DSF_BIGENDIAN -DMYDEBUG=3"
(2) running make clean
(3) regenerating configure from the edited configure.in where i modify DMYDEBUG
(3) running ./configure on top level
(4) running make
only this way the wished effect is taking places. Is there a better way to modify DMYDEBUG (which is only relevant to the static library in folder-1) without having to recompile the whole project each time?
In the first place, it's terrible that you modify your configure.in to change the flag value. It would be much better to make configure recognize a custom argument that conveys the information, such as --with-debug-level=x. The AC_ARG_WITH() macro serves this purpose.
However, if you have to reconfigure the project (re-run ./configure, with or without rebuilding it first) to change the flag, then changing the flag will always require a full rebuild. For more narrowly-scoped rebuilding, you need to rely on make detecting the flag modification and re-building the affected targets.
make recognizes only file-level dependencies, so that strategy relies on you putting the macro definition in a header file, which the files that use it #include. Since you're using Automake, you can rely on your build system to recognize header dependencies automatically, but you may need to perform one clean build to bootstrap that.
Short:
How do I use header only libraries with biicode?
Medium:
When I try to build a block it includes example directories even though I try to set the dependencies explicitly in the biicode.conf of the published block.
Long:
I'm trying to get the unity framework up and running, using biicode.
Unity is great as a unit testing framework for C because you do not need to compile any libraries. If you do your own mocks, you don't even have to run any scripts - there is just a single .c file to include in your compile and you are golden.
I've published the git repo to my biicode block paulbendixen/Unity and since there is no need for any compilation step beyond the c file that accompanies the header that should be included there is nothing else to do.
However, when I include the file, using #include "paulbendixen/Unity/src/unity.h" I get the error when doing bii cpp:build:
Code.c:2:28: fatal error: ProductionCode.h: No such file or directory
#include "ProductionCode.h"
This is in the examples folder and should therefore not be compiled, when I just want to use the unit testing part. Changing the [dependencies] to include unity.h = unity.c unity_internals.h hasn't helped either.
I'm pretty sure the problem should be resolved in the Unity/biicode.conf, but I haven't been able to find a thorough description of this file anywhere.
The simplicity of the Unity library should make it ideal for a build system such as bii, but it seems quite complex to set up.
If it helps, I've used the simple layout and the -r [github for throwtheswitch] option
It is not that simple. Unity uses Rakefiles to build and run the tests, and they have lots of configuration. What can be done for quickly upload it to biicode is just to ignore the tests and publish just the files. This can be done writing a ignore.bii file with the contents:
docs/*
test/*
examples/*
*test*
Wrt to the biicode.conf, the only configuration necessary are the include paths:
[paths]
src
extras/fixture/src
You can check that the manual definition of dependencies is not necessary, if you run $ bii deps --files *unity.h
With these changes, it is possible to publish it. Nothing to build.
Then, to use it in other projects, I have been able to build simple tests:
#include "unity.h"
void testTrue(void){
TEST_ASSERT(1);
TEST_ASSERT_TRUE(1);
}
int main() {
testTrue();
}
Just adding the following to the biicode.conf of the new project:
[requirements]
diego/unityfork: 0
[includes]
unity.h: diego/unityfork/src
It would probably be much easier to make biicode run and build the tests without ignoring them if it used the more typical CMake configuration instead of Rakefiles
I would like to compile the following C file on an embedded platform:
https://github.com/openwsn-berkeley/openwsn-fw/blob/develop/firmware/openos/bsp/chips/at86rf231/radio.c
However, as you can see, on lines 20-26 of radio.c it references "radiotimer_capture_cbt":
typedef struct {
radiotimer_capture_cbt startFrame_cb;
radiotimer_capture_cbt endFrame_cb;
radio_state_t state;
} radio_vars_t;
radio_vars_t radio_vars;
So now I need to hunt down where it is defined and make sure I include the right header.
I have cloned the entire GIT repository here: https://github.com/openwsn-berkeley/openwsn-fw, and I'm looking for a way to compile this easily.
Is there a better way to get this compiled other than going through the brutal dependency nightmare?
My ultimate goal is only to get radio.c compiled and anything it needs. I do not see any makefiles in this project so I'm expecting they want us to use an IDE.
The project seems to use scons as a build system. So the simplest way is to dive into the scons files.
There's a small scons file in the directory containing the linked file and two main script in the top directory.
But if you want to play, first remove headers include, try to compile (using -c) to know which one are really needed. Once you get an object file (.o) you can use nm to identify missing symbols (marked with U.) Good luck ā¦
I am working on a project which requires me to download and use this. Inside the downloaded folder, when extracted I am presented with three things:
A folder called "include"
A folder called "src"
A file called "Makefile"
After some research, I found out that I have to navigate to the directory which contains these files, and just type in the command make.
It seemed to install the library in my system. So I tried a sample bit of code which should use the library:
csp_conn_t * conn;
csp_packet_t * packet;
csp_socket_t * socket = csp_socket(0);
csp_bind(socket, PORT_4);
csp_listen(socket, MAX_CONNS_IN_Q);
while(1) {
conn = csp_accept(socket, TIMEOUT_MAX);
packet = csp_read(conn, TIMEOUT_NONE);
printf(ā%S\r\nā, packet->data);
csp_buffer_free(packet);
csp_close(conn);
}
That's all that was given for the sample server end of the code. So I decided to add these to the top:
#include <csp.h>
#include <csp_buffer.h>
#include <csp_config.h>
#include <csp_endian.h>
#include <csp_interface.h>
#include <csp_platorm.h>
Thinking I was on the right track, I tried to compile the code with gcc, but I was given this error:
csptest_server.c:1: fatal error: csp.h: No such file or directory
compilation terminated.
I thought I may not have installed the library correctly after all, but to make sure, I found out I could check by running this command, and getting this result:
find /usr -iname csp.h
/usr/src/linux-headers-2.6.35-28-generic/include/config/snd/sb16/csp.h
/usr/src/linux-headers-2.6.35-22-generic/include/config/snd/sb16/csp.h
So it seems like the csp.h is installed, maybe I am referencing it incorrectly in the header include line? Any insight? Thanks a lot.
The make command is probably only building the library, but not installing it. You could try sudo make install. This is the "common" method, but I recommend you to check the library's documentation, if any.
The sudo command is only necessary if you have no permissions to write the system's include and library directories, which may be your case.
Another possibility (instead of installing the library) is telling GCC the location of the library's source code and generated binaries (by means of the -I and -L options of the gcc command.
That Makefile will not install anything, just translate the source into a binary format.
The csp.h in the Linux kernel has nothing to do with your project, it's just a naming collision, likely to happen with three letter names.
In your case, I would presume you need to add the include directory to the compilation flags for your server, like gcc -I/path/to/csp/include/csp csptest_server.c.
(Next, you'll run into linker errors because you'll also want to specify -L/path/to/csp -lcsp so that the linker can find the binary code to link to.)