How do you specify include directory path in F#? - visual-studio-2012

I am using F# in Visual Studio 2012 and this may seem like a dumb question but I cannot figure out how to specify include directories, specifically for binaries. I see how to do it for F# interactive using the #I directive and it works there, but the #I option is not available in the non-interactive form. The compiler error message says to use the -I compiler option. I have looked under Project Properties, where the only subsections visible are Application, Build, Build Events, Debug, and Reference Paths none of which provides any obivous way to specify an include directory path. The help system isnt much help as it seems to reference sections that are unavailable.

Well i still have the problem with VS12 but at least i have a workaround, by calling the compiler from the command line. You have to use the -r option to specify the location of the dll:
fsc -r:<complete path to dll> <fname>
However when i try the corresponding step in VS (by trying to set one of the Reference Paths) it says there are no items found in the DLL folder. So perhaps someone familiar with CS can help out

Related

CMake and Visual Studio - Specify solution file directory

I've defined a CMakeLists.txt file for my project which works correctly.
I use the CMake GUI for generating a Visual Studio Project, and I ask to build the binaries (CMAke cache and other stuff) in the folder Build which is in the same folder where CMakeLists.txt is.
I was able to specify where the executable and the libraries have to be created.
Is there a way to specify also where the Visual Studio Solution file has to be created? I would like to have it in the root directory, but at the same time I don't want to have also all the other files that CMake creates in the Build directory.
CMake creates the Project I defined in CMakeLists.txt but also two other projects: ALL_BUILD and ZERO_CHECK. What's their utility?
I was able to avoid the creation of ZERO_CHECK by using the command set_property(GLOBAL PROPERTY USE_FOLDERS On).
Is there a way for avoiding also the creation of ALL_BUILD?
It seems you only switched to CMake very recently, as exactly those questions also popped into my head when I first started using CMake. Let's address them in the order you posted them:
I use the CMake GUI for generating a Visual Studio Project, and I ask
to build the binaries (CMAke cache and other stuff) in the folder
Build which is in the same folder where CMakeLists.txt is.
Don't. Always do an out-of-source build with CMake. I know, it feels weird when you do it the first time, but trust me: Once you get used to it, you'll never want to go back.
Besides the fact that using source control becomes so much more convenient when code and build files are properly separated, this also allows to build separate distinct build configurations from the same source tree at the same time.
Is there a way to specify also where the Visual Studio Solution file has to be created?
You really shouldn't care.
I see why you do feel that you need full control over how the solution and project files get created, but you really don't. Simply specify the target for the solution as the origin of your out-of-source build and forget about all the other files that are generated. You don't need to worry, and you don't want to worry - this is exactly the kind of stuff that CMake is supposed to take care of for you.
Ask yourself: What would you gain if you could handpick the location of every project file? Nothing, because chances are, you will never touch them anyways. CMake is your sole master now...
CMake creates the Project I defined in CMakeLists.txt but also two
other projects: ALL_BUILD and ZERO_CHECK. What's their utility? I was
able to avoid the creation of ZERO_CHECK by using the command
set_property(GLOBAL PROPERTY USE_FOLDERS On). Is there a way for
avoiding also the creation of ALL_BUILD?
Again, you really shouldn't care. CMake defines a couple of dummy projects which are very useful for certain internal voodoo that you don't want to worry about. They look weird at first, but you'll get used to their sight faster than you think. Just don't try to throw them out, as it won't work properly.
If their sight really annoys you that much, consider moving them to a folder inside the solution so that you don't have to look at them all the time.
Bottom line: CMake feels different than a handcrafted VS solution in a couple of ways. This takes some getting used to, but is ultimately a much less painful experience than one might fear.
You don't always have a choice about what your environment requires. Visual Studio's GitHub integration requires that the solution file exists in source control and is at the root of the source tree. It's a documented limitation.
The best I was able to come up with is adding this bit to CMakeList.txt:
# The solution file isn't generated until after this script finishes,
# which means that:
# - it might not exist (if this is the first run)
# - you need to run cmake twice to ensure any new solution was copied
set(sln_binpath ${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}.sln)
if(EXISTS ${sln_binpath})
# Load solution file from bin-dir and change the relative references to
# project files so that the in memory copy is as if it had been built in
# the source dir.
file(RELATIVE_PATH prefix
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_BINARY_DIR})
file(READ ${sln_binpath} sln_content)
string(REGEX REPLACE
"\"([^\"]+).vcxproj\""
"\"${prefix}/\\1.vcxproj\""
sln_content
"${sln_content}")
# Compare the updated contents with the existing source path sln, if it
# exists and is the same we don't want to disturb VS by touching it.
set(sln_srcpath ${CMAKE_CURRENT_SOURCE_DIR}/${PROJECT_NAME}.sln)
set(old_content "")
if(EXISTS ${sln_srcpath})
file(READ ${sln_srcpath} old_content)
endif()
if(NOT old_content STREQUAL sln_content)
file(WRITE ${sln_srcpath} ${sln_content})
endif()
endif()
What would be helpful is if cmake had a way to run post generation scripts, but I couldn't find one.
Other ideas that didn't work out:
wrap cmake inside a script that does the same thing, but:
telling users to run a seperate script isn't simpler than saying to run cmake twice. Especially since needing to run cmake twice isn't a foreign concept.
put it in a pre-build step, but
building is common and changing the build is rare
changing the solution from builds inside the IDE makes it do... things
use add_subdirectory because that's suppose to finish first
it appeared to make the vcxproj's immediately, but not the sln until later, but I didn't try as hard because this adds a bunch of additional clutter I didn't want - so maybe this can be made to work

How to extract compilation args for each compilation unit in a vcxproj?

I'm trying to get the compilation args for each compilation unit so I can create the "compilation_commands.json" for my vcxproj that can be used with clang's libTooling.
The libTooling tutorial suggests using a CompilationDatabase to provide the compilation args for all the cpp files in a project. The tutorial shows that CMake can generate the compilation_commands.json for CMake based projects.
Since clang can be put into "MSVC mode" via clang.exe --driver-mode=cl or clang-cl.exe my thought was if I could get the compilation args for each cpp file in my VS2012 project I can create the compilation_commands.json for a vcxproj.
However I'm having trouble finding APIs in the VS2012 SDK that walks a vcxproj and retrieves the compilation args for each compilation unit. Can someone point me towards the right APIs?
I know this is really old, but the question is still relevant, so for those still looking for an answer, I managed to finally do this recently using this little VS extension.
Just install it and a new 'Sourcetrail' menu will appear, with a 'Create Compilation Database' entry (I found Intellisense needs to be enabled for it to be clickable). That will let you customize what to include and generate a compile_commands.json that you can use with other clang-based tools, etc.
It is a DIY job. The VS IDE projects have properties for each .cpp file. By selecting a .cpp, then right-click -> Properties -> Config properties -> C/C++ -> Command-Line you have the options required to compile that specific file. The 64 dollar question is how to do it for every file in the project / solution. The answer is not trivial, but it is doable. At least I did it on VS 2010 and I'm pretty sure it works on VS 2012/3
The secret lies with what is called VCEngine. It is a tool that evaluates all the properties or the files in the project. So the real problem is how to evaluate the property "Command Line" for each file. You need to iterate through all the .cpp files and call VCProject's Evaluate method for the "Command Line" property.
The simplest way I think you can do it is to write a plugin for the VS IDE and thus gain access to the VCEngine instance. There are plenty of examples of how to do that. Be aware that the VCEngine is version dependent.
Anywhay, for projects/solutions with thousands of .cpp files, you need to automate the compilation database creation.
When I'll have time I will put the solution on github
You may be interested in reading this
compile_commands.json for Windows/MSVC
You can try to parse the CL.command.* files in the intermediate directories.
https://gist.github.com/Trass3r/f3fbe6807d28106e917368c33abf45d4

Ogre3d Error: cannot open file OgreMain_d.lib

Error 2 error LNK1104: cannot open file 'OgreMain_d.lib' C:\Users\Owner\Documents\Code\C++\Test\ogrevcpp\ogrevcpp\LINK ogrevcpp
This is the error I get when trying to build an Ogre3D application (with steps followed from here).
I've followed everything to the T, yet I still get the error. It honestly shouldn't be happening. I've also followed everything from here.
Edit
What's happening is there are two different files, one is meant for release, the other is meant for debug. I need the one for debug mode to compile properly (which is OgreMain_d.lib).
Update
I figured out what the problem was - I was using the incorrect binaries; there was a few releases which were meant for Visual C++, and one which was meant for MinGW, along with a few other compilers. My apologies.
You need to check your library paths to make sure that the path where OgreMain_d.lib lives is part of the library path.
I guess the library for Debug mode is not present in the lib folder. Try putting two different libraries folder for each Assembly mode in Visual Studio. Go to ProjectProperties -> Configuration Properties -> Linker -> Additional Library Directories on Right hand. Make sure to check the Configuration Dropdown on the top.

Adding CORE PLOT HEADER to the XCODE PROJECT

I can't seem to make Xcode find the Core Plot header. I've done the following:
Clone the hg repo;
Drag the CorePlot-CocoaTouch.xcodeproj file into my project;
Opened the CP project and compiled it successfully;
Dragged the lib file into the target's static link list;
Added CorePlot-CocoaTouch as a direct dependency for the target.
But I'm still getting the "CorePlot-CocoaTouch.h: No such file or directory" error on compile. I've been googling around trying to find an answer, but only seem to find a few people having the same problem but no clear solution. What have I missed?
Please help me getting out of it.....
Thanks
Make sure your header search paths contain a reference to the core-plot source directory.
In your targets Build Settings set Header Search Paths to the core-plot/framework directory. For example when your core-plot directory is placed next to your project directoy the search path would contain a value of ../core-plot/framework/** (I'm using a recursive reference here, thus the ** at the end).
Do not miss :-
1-Do not forget to add the library to Target dependance under the "Targets" source list that appears. Click on the "Build Phases" tab and expand the "Target Dependencies" group. Click on the plus button, select the CorePlot-CocoaTouch library, and click Add. This should ensure that the Core Plot library will be built with your application.
2- Core Plot is built as a static library for iPhone, so you'll need to drag the libCorePlot-CocoaTouch.a static library from under the CorePlot-CocoaTouch.xcodeproj group to the "Link Binaries With Libraries" group within the application target's "Build Phases" group you were just in.
3 Under your Build settings, set the Header Search Paths to the relative path from your application to the framework/ subdirectory within the Core Plot source tree. Make sure to make this header search path recursive. You need to add -ObjC to Other Linker Flags as well (as of Xcode 4.2, -all_load does not seem to be needed, but it may be required for older Xcode versions). -Header Search Paths : you must put the relative path for libCorePlot-CocoaTouch.a and it is too much important to check the recursive check-box.
Finally the following link may can help you...
http://code.google.com/p/core-plot/wiki/UsingCorePlotInApplications
maybe this blog might help more than the google source page of CorePlot.
For newbies it might be helpful to use the mac shell to get the relative path of the libCorePlot-CocoaTouch.a. Just open the Terminal and insert following line:
mdfind -name libCorePlot-CocoaTouch.a
you will get listed all paths that contain the file named "libCorePlot-CocoaTouch.a"

Visual C++ 2008 Express - cpp filename conflict

I'm developing application for GNU/Linux using gcc 4 and cmake to manage compilation process. I found that is has no problems when there are two files with the same name but in other directory and namespace like this:
.
|-- gfx
| |-- Object.cpp
| `-- Object.h
`-- logic
|-- Object.cpp
`-- Object.h
First Object class is in Gfx namespace and second in Logic namespace.
Then I've tried to compile this project using Visual C++ 2008 Express Edition. Linker threw several errors about non-existing implementation of Gfx::Object class. After few checks I found out that:
Visual C++ is tracking two of Object.cpp files
When change occurs in first or second file the recompilation of Object unit is queued
It always recompile only the second Object.cpp regardless of which file was actually modified
I also found out that Visual C++ don't allow to create two classes with same name.
Is there a solution for this? I don't really want to refactor quite big part of code.
Both Object.cpp files will be compiled to Object.obj. Into the same directory. In other words, the last one that is compiled will overwrite the Object.obj of the first one. Yes, the linker isn't going to be thrilled by that, you'll get multiply defined symbols since it links the same Object.obj file twice.
The fix is easy, right-click one of the Object.cpp files, Properties, C/C++, Output Files. Change the Object File Name from $(IntDir)\ to, say, $(IntDir)\$(InputName)2.obj
The problem is that by default VC++2008 places all the object files into a single output folder, so the existence of the first object.obj file satisfies the dependency for the second so it is not compiled; and even if it were, it would overwrite the first one.
What you need to be able to do is make the intermediate directory setting dependent in the file being compiled. However I have tried setting it to $(InputDir) and various other combinations, but could not succeed in achieving a configuration that works, although it may be possible. The available macros are documented here.
Failing that you could use a "makefile" project, and manage the build with make, nmake, or cmake or whatever, since there is nothing fundamentally wrong with what you are doing (even if it is ill-advised), it is just that it is not easily supported by the IDE.
This has already been answered, but I also want to add Visual Studio 2010 will automatically put the two .obj files into different directories if there is a conflict, based on my experience with Beta 2.
EDIT: Uh oh, this is wrong! The real answer is that CMake was automatically doing this for me.
The accepted solution is not optimal because it does not scale.
In Visual Studio 2010, I set
Properties -> C/C++ -> Output Files -> Output File Name
to
V:\%(Directory)$(PlatformName)_$(ConfigurationName)_%(Filename).obj
for OBJ files to end up next to the sources assuming the project lies on drive V (no idea whether there is a macro for it, yet).
Not optimal, either - but at least I can easily fork subsystems of many source files without getting tenosynovitis.
By the way: $(InputDir) refers to the solution/project directory and will cause the same problem in another directory.

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