I have a project that doesn't use autotools, but has a Makefile which I run to build the code. This make file is run from within in a shell script. I have imported the project in eclipse, but I can't seem to run the shell script (Something like Ctrl + B to Make or add one of the Make targets viz., make all or make install).
Is there a way I can do this?
You can specify a script to build your project in Project Properties -> C/C++ Build -> Build Command -> Builder Settings.
You can uncheck Use default build command and specify yours (e.g. make all, make install or bash make_all.sh). Or you can leave the default build command (it must be make) and in tab Behaviour specify targets.
But before you should have imported your project Makefile Project with Existing Code.
Don't use Eclipse if you are using Make tools in the same project. Eclipse brings you some tools for project compiling, etc. that you already have with Make/Automake.
Related
I installed Rcedit for changing my file icon after exporting my game with Godot 3.2.2 stable.
But it only works when I uncheck embed pck. Else, it says that it can't find pck.
I want to embed the pck file with exe.
I also to change the file icon from default.
What can I do?
Edit: I also noticed now that, Rcedit is not working. It shows the custom icon when I check it in the folder. But when I bring it to desktop, it shows the default icon and it doesn't depends on presence recedit!
I am confused. Can someone solve it.
This is now a document known issue: Export with embedded pck is broken when changing PE metadata with rcedit. It has not been solved at the moment of writing. However, it should be solved for the next release (if there is another tool, similar to rcedit, which actually works in this scenario, that would be the solution. For you, and for Godot. I'm unaware of any).
Godot is not coming today, but will come tomorrow
-- Waiting For Godot.
Meanwhile, you will have to build your own export templates for Windows. To do that, begin with downloading Godot source.
Go to the Godot repository, select the branch you want (e.g 3.2) or the tag you want (e.g. 3.2.3-stable), and download to zip.
You will need Python. You will need pip, make sure it is up to date (python -m pip install --upgrade pip) and install Scons using pip (python -m pip install scons). You will also need the C++ build tools. I recommend using the Visual Studio Community installer and select "Desktop development with C++" (you don't really need Visual Studio, however in my experience using the Visual Studio installer to get them is more reliable than the standalone installer). Finally you can run scons platform=windows from the Godot source folder to build Godot.
The build system and the build process is explained in more detail in Introduction to the buildsystem. And, of course, Compiling for Windows.
Yet, the goal is not to build Godot. The goal is to build the Windows export templates. For that you are going to run these:
C:\godot> scons platform=windows tools=no target=release_debug bits=32
C:\godot> scons platform=windows tools=no target=release bits=32
C:\godot> scons platform=windows tools=no target=release_debug bits=64
C:\godot> scons platform=windows tools=no target=release bits=64
Oh, but, wait, before you do that… You need to find platform/windows/godot.ico in the source and replace it with the icon you want. Then build the Windows export templates.
Once you have your custom built export templates, you need to put them in %APPDATA%\Godot\templates\<version>\, where version matches what about says in Godot, (e.g "3.2.3.stable.mono"). And then you can build your game.
As you know, your game will appear with the default icon. What I describe here changes the default icon.
I've built a small desktop application with which I am trying to use a Setup project to allow other users to install it. But whenever I run this installer, it does not produce an executable file. This is my first time making a setup project.
My solution contains two projects. One is the setup project which installs the primary output from the other project. The other project is a WPF App that consists of two xaml files, a xaml.cs file for each, an App.config file, and an icon. It also has a few dependencies including one Assembly, two Frameworks, and a handful of Packages. The app works exactly as intended whenever I start a Visual Studio debugging instance on either Debug or Release configurations.
I followed these instructions to build my Setup and deploy my app.
Whenever I ran the resulting Setup, it installed an XML configuration file, a JSON file, a main application dll file, and a bunch of dll files for my assemblies. I looked into some resources on how to run the main dll file properly, only (A) I'm completely stumped by everything I find on that topic, and (B) I would rather just produce an executable file anyway, since I intend for this Setup project to be used by other people and it would be inconvenient to ask said others to jump through the same hoops just to run it.
Why does my Setup project not produce a .exe file? I see that a .exe file is produced in my bin folder whenever I build my project (and this .exe works), so I would think the setup project should also produce one of those, but it doesn't. What am I doing wrong with my Setup project or anything else?
The setup.exe is a bootstrapper over the setup.msi. We can install the content using .msi or by running .exe which inturn runs /gets the data from the msi. To enable setup.exe building, go to solution explorer -> project -> properties -> prerequisites. check the check box on the top "Create setup program to install prerequisite components". apply and rebuld the project. A setup.exe bootstrapper will be created allong with msi.
Switch to Release mode, then rebuild your setup project. If everything went well (check the output console), you'll find an MSI file inside {setup project folder}/bin/Release
In "system file" from your proyect installer, you shoud to add in "Application Folder" the next source = PublishItemsOutpuGroup. In my case functions well.
I want to import qemu project version 2.9.0 to Eclipse CDT (NEON) for modify the code. I used to import it as an Autotools project but it has a lot of missing define tag and header file that preprocessor cannot find. Are there any tutorials or explanation about that. thanks
Or should I change to the another IDE?
I would suggest the following:
Run the configure script from a terminal
Assuming that generates a makefile, Build the project from Eclipse. This will invoke "make all" (you can adjust the target name in the project settings if necessary).
CDT has a "build output parser" that will parse the build commands contained in the make output, and configure your project's includes and defines accordingly.
qemu doesn't use autotools (the configure script is hand-written not autoconf-generated).
For some reason it asks me if I want a debug or release kind of project when I create it, so I can't just switch between those 2 in one project. Do need to have 2 separate projects for debug and release?
This stems from the way how CMake works (to be precise, how CMake works with Makefile generator): it requires separate build directory for each build type.
I'm not sure what you mean by "having 2 separate projects", but intended way to do this is to select Project -> Open Configuration... menu for your project, go to CMake tab, and then click + button to add another build dir. Then you configure new build dir with the build type you want.
I have a rather simple C project I compile with make that I would like to run and debug in KDevelop, but I can't get this to work. I have installed cmake and tried both to import an existing project and start a new (which insists on creating a main.ccp file), but no matter what I do all the menu options to run the program are greyed out.
How can I move this project to KDevelop?
Hiya, once you have created the new project by importing the custom makefile,
go to the Run Menu, Launch Configurations, then select the Global tag, then press the green plus sign +.
This will create a new launch configuration that you need to fill out with all of the correct executable paths and arguments and whatnot.
Once these are set, then the execute/debug options will ungrey out.
I had to figure this out today, was not obvious at all.