Using doxygen with qtcreator - linux

I want to use doxygen with qt creator on my linux box with Mageia 3, and I found a qtcreator plugin for this purpose (here). Unfortunately this is for qt creator version 2.4 (I use 2.7).
So is there a plugin for 2.7 or is it possible to use doxygen without the plugin in qtcreator? I mean like doxygen tags autocompletion and the like...

Regarding the plugin you found: the wiki and binaries are not on par with the source code but it is compatible with qtc 2.7 if you compile it from source. I guess what you want is a binary if you didn't find out yourself.
qtcreator can generate doxygen blocks if you manually start to write the block (activate it in the completion settings of the text editor inside qtcreator settings). However interaction with doxygen binaries is not integrated.
Regards.

Related

How can I import a Python module in a Sublime Text plugin?

I'm having trouble making a Sublime Text 3 plugin. I just installed wxPython with Python 2.7 on my Macintosh.
In the terminal, my Mac can find wxPython (import wx). But the source code of a Sublime Text plugin cannot import wxPython.
You can check out the screen capture below.
How can I fix this problem?
Plugins are executed using Sublime's internal Python interpreter, not any version of Python installed on your computer. Nearly all of the standard library is included, but a few packages (including Tkinter, among others) are not. To my knowledge it is not possible to use pip, for example, to install 3rd-party modules into Sublime Text.
However, if you would like to include some 3rd-party code, just put it in your plugin's directory. For example, if you store your plugin code in Packages/MyPlugin (where Packages is the directory opened by selecting Preferences -> Browse Packages...), and you want to include the 3rd-party library foobar, just copy the foobar directory into Packages/MyPlugin. Then, in your plugin code, use the following template, assuming you're trying to code for both ST3 (Python 3.3) and ST2 (Python 2.6):
try: #ST3
from .foobar import mymodule
except ImportError: #ST2
from foobar import mymodule
Obviously, if you're just planning on supporting ST3 (there are enough differences in the API to make programming for both versions annoying), you won't need the try/except clause. Also, if you are going to be distributing your plugin via Package Control or some other method, make sure you can redistribute the 3rd-party code, and that your license is compatible with its license.

How to run c++11 codes in vim with cvim plugin?

I have installed cvim plugin for vim in Ubuntu from this link :
http://www.thegeekstuff.com/2009/01/tutorial-make-vim-as-your-cc-ide-using-cvim-plugin/
Now I want to run c++11 standard programs in vim.How to configure vim so that it can compile and run c++11 programs ?
The plugin defaults to gcc as the C compiler, configured by g:C_VimCompilerName (as per the help). You need to have a compiler version installed that supports the new C++11 features.
To inquire about general plugin support for C++11 (e.g. in its snippets and other features), best directly ask the plugin author (the plugin page even references a mailing list), and ideally offer patches and your help.

How can a Linux source package be opened as a project in an IDE?

I am makeing a small mod to SMPlayer; the Linux version...
The make, sudo make install from the command line works, but I would like to have the project in an IDE.
I want to use CodeBlocks IDE, only because I've used it before, but if some other IDE is required, I can use that instead... (I use Codeblocks because it is simple, and that suits my current ability to handle an IDE)..
Is there some way to use SMPlayer's Makefile, or some such thing?
This depends on the IDE and has little to nothing to do with Linux.
Does your program come with something like cmake or another setup tool? That normally makes it much easier. For example in KDevelop you can import straight from CMakeLists.txt and Makefiles.
If all else fails it might be quite easy to do something like this (not knowing your specific IDE):
Add new Project
Set build directory and other necessary settings (like compiler and compiler flags)
Add the already existing files to it.
Press "Compile"-button.
This is obviously depending on the project structure, setup and size.
Code::Blocks has builtin support for Makefile projects. See the FAQ.
Also you could just use vim or emacs ;)

which GUI based C++ IDE is commonly used for gnome applications

which GUI based C++ IDE is commonly used for developing gnome applications?
I am asking specifically for the gnome-system-monitor because I would like to fiddle around with it. And I would like to do it with a nice GUI based C++ IDE.
I thought that Anjuta is the default IDE for gnome applications. But when I fetch the sources there are no files which are obviously project files.
EDIT: Here is what I did so far
# get the build dependencies for the gnome-system-monitor
sudo aptitude build-dep gnome-system-monitor
# get the sources for the gnome-system-monitor
mkdir example
cd example
apt-get source gnome-system-monitor
# build the gnome-system-monitor
cd gnome-system-monitor-2.28.0
sh configure
make
But nothing inside gnome-system-monitor-2.28.0 looks like a "project file".
I believe Glade is used, or at least was used at the time.
BTW, I'm not sure Gnome is C++. There are C++ wrappers, like gtkmm and glibmm, but I believe that core Gnome is written in C.
Simply "create project from existing sources" in Anjuta. Anjuta's "project files" do not contain a lot of information, instead the Makefile.am and configure.ac files are used.
I have no idea what the gnome-system-monitor developers use, but I've read that a lot of Gnome developers use emacs, which apparently also doesn't require "project files".

compiling actionscript in linux

I'm working on a website that requires a flash mp3 player. I have absolutely no idea the procedures from messing with flash/actionscript/flex etc., however I need to edit the flash very slightly (I need to add two lines of code). There are a multitude of tutorials out there for setting up a flash (or flex or whatever) development environment but, as my needs are so simple, I'd like to go a little more light-weight than that (also, many seem outdated). I guess what I'm saying is I'm looking for a simple way to recompile some existing actionscript (command line is a plus!). Does anyone have a trick up their sleeve to accomplish this?
Download the free/opensource Flex 3 SDK. This includes an ActionScript3 compiler. Run the compiler like this:
mxmlc MyAs3File.as
There's MTASC for ActionScript 2.
You can compile it online here: http://wonderfl.kayac.com/. No mess that way.
I also wanted to say that swftools has exactly what you need. There is a swfc compiler which will compile as2 files. I would really recommend updating the source though. AS3 is much faster than AS2 and there are a lot of tools out there for example mxmlc and fcsh included in the open source Flex sdk. If you are looking for a full blown IDE there is a linux version of Flash Builder that was released as an open source port ... there are a couple other ones out there as well.
General Linux
On linux you can get the source from swftools.org.
Debian / Ubuntu
On debian / ubuntu you can run
apt-get install swftools
Mac OS X
Not exactly 'linux' but on mac OS X if you have homebrew installed you can do:
brew install swftools
Great, but how do I compile the code?
One this is installed you should have a new utility that you can use to do:
as3compile MyAs3File.as
Gotchas
Please note this is not a 1:1 replacement for Adobe's compiler - there are some things that it does not support ( see documentation, FAQ, changelog at swftools.org ) but it worked well for compiling my simple actionscript.

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