I am looking for an iOS library that enables solving LP, IP, BIP, MIP for an application I am developing. I've found GLPK but have no idea how to compile it for iOS, and after searching the web for some time, I did not find anything interesting...
I'd appreciate if someone can help me how to compile GLPK for iOS or either knows of some open source LP solver for iOS.
I used GMP (GNU Multiple Precision Arithmetic Library) for iOS development, what is basically a C based static library for various mathematical purpose. I had to do calculation on a big matrix, so I needed a library that support arbitrary precision. I installed it with MacPorts. MacPorts is a terminal based package management system on Mac, like yum or apt on Debian. After you installed the appropriate static library as I installed GMPL with "sudo port install gmp", after that you can check out in Xcode the static library under "Link Binary With Library" section. Press the "Add Other.." button, go the the /opt/local/lib folder, this is the default installation folder for MacPorts, and check out your static library. Add some header to your code, and voila, you can do your computations.
In the picture below you can see libgsl as well, that is the GNU Scientific Library, I would recommend it too.
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I am attempting to build an app that will make use of the ADALM 1000 hardware support package and will run on a 2016a runtime platform.
Can this be done?
Can a support package be installed to the 2016a runtime?
Upon running the App Compiler I found that it had recognized the need for the ADALM1000 support package from the App code and included the support in the build.
I installed the Matlab 2016a runtime on a PC that was not running Matlab and found that the hardware support had indeed installed with the newly compiled App.
This will be very useful if you are building apps to drive some supported gadget.
I am kinda new to Eclipse. I downloaded a library called OpenCV and followed this tutorial on how to set it up http://docs.opencv.org/doc/tutorials/introduction/java_eclipse/java_eclipse.html#java-eclipse
I never worked with external libraries before, only basic programming.
Afterwards, I deleted both the archive and the extracted folder, and Eclipse doesn't detect it anymore(because it detects the folder that I extracted, duh).
My question is if I want to transfer my project to another pc, do I have to install OpenCV on that pc before hand, or how can I transfer OpenCV aswell?
You'll need to have OpenCV on any PC that will be running OpenCV apps. Whether you just copy it over from an existing PC or re-install it, you'll need to reconfigure eclipse so it knows where the OpenCV native libs and Jars are before it can run your app.
My suggestion would be to just follow that guide again for your different PC. If you ever get the point of wanting to deploy your opencv app to many PCs, then would be the time to gain a deeper knowledge of the minimum requirements on a PC to run OpenCV apps.
I am not much into the Java implementation of OpenCV. But I guess, copying the /build/java folder to another PC and selecting this path in Eclipse would setup OpenCV Workspace. The size of this folder will not be too large.
I am wanting to develop a after effects plugin in c/c++ using the after effects sdk. Are plugins made in this way cross-platform. I will be developing on a Mac, so will the plugin work on windows without any modifications? If not, will I have to make some small adjustments to make it cross platform, or will I have to re-develop the plugin under windows for it to run in windows?
Depends on your code.
If you use specific platform calls like GET_MAIN_WHND() you would have to alter your code according to each platform.
On the other hand it should be exactly the same code for windows.
just duplicate an existing project, exactly as you did on the mac, and copy your code.
The examples provided with Adobe's SDK are cross-platform. They will build on OSX and Windows (with XCode and Visual Studio) out of the box.
A .plugin bundle will be created for osx and a .aex file will be created for windows.
If you need to rely on libraries, you might have to check if the libraries support Windows and mac.
Here's a good starting point: https://ae-plugins.docsforadobe.dev/
and the SDKs: https://developer.adobe.com/after-effects/
I started out developing on C. I know what gcc is, libgcc, and so on . I've done Windows/.NET development for years, and now I am playing with an iphone.
I understand that it's possible to compile apps on the iphone itself.
Wanted to start with a hello,world. I have openssh on the phone, and am connected from the Windows machine via putty.exe.
using Cydia to install GCC, it tells me "Cannot Comply".
The post I cited above says I may need fake-libgcc. Why? What's fake about it, and why do I need it? If this is a pre-req for gcc, why doesn't the GCC package in Cydia install it automatically?
I just barely got this figured out myself, and since Google doesn't seem to have any recent and sufficient information, I'll go ahead and explain what I've found out even though this question is rather old.
The quick of it is this, gcc needs to see libgcc installed. I installed fake-gcc from here and it let me install gcc, and it appears to be running just fine, however, it still needs the headers. Here is a walkthrough that should help get the appropriate header files so you can get it to work.
As for why this all is, this is what I've been able to gather from searching through Google for a little while. Let me just start by saying, this is pretty much pure speculation, and if someone points me to a more correct reference, I'll gladly update this.
It appears that up through version 2.0 of the toolchain, libgcc was installable through Cydia to provide the basic libraries for gcc. However, since version 3.0, these libraries are (maybe?) now built in by default, so installing libgcc again through Cydia broke things. But as gcc has it as a dependency, it can't be installed until it sees libgcc somewhere.
That's where fake-libgcc comes in. It registers itself as that package, but doesn't really do anything besides that.
I have followed steps mentioned in https://brewmobileplatform.qualcomm.com/devnet/multiplatform_sdk.jsp#eclipse to install all the applications which includes Eclipse, Code Sourcery. If I create a application and try to run, a FlexNet dialog comes up asking for license file/server. How to solve this problem.
Check Eclipse settings, there shall be CodeSourcery chosen in Brew MP settings, that will be used when you want to compile your program ang get mod/mod1 file. But if you want to test your program on simulator, you should choose Brew MP Simulation target (not physical target) in brew mp panel (actually, I haven't used Eclipse + Brew MP plugin but I guess it's the same as in MS VS).
You don't really need Eclipse to develop BREW MP applications. I use the make.d framework that comes with the SDK and you are free to use any editor you care for.
ed man! man ed!