I am trying to run the code from below link which contains C++ codes.
https://github.com/cjcliffe/CubicVR
This link contains the BeatDetektor app for iPhone. But this is developed using C++. How can i run this project?? There are no xcode project file. Also i am trying to run main.cpp file but there are lots of package files error...
below is link for BeatDetektor app
http://www.cubicvr.org/index.php?option=com_content&view=article&id=67&Itemid=82
Can anyone tell me how to run C++ file in Xcode or on terminal???
Xcode is an IDE, not a compiler. It builds targets of various types by using a compiler like GCC internally. If there is no Xcode project file, you can create one yourself and add the source files to it. As far as I know Xcode will not compile source files on their own.
Using CMake software i am able to convert my cpp project to Xcode project... As github code contains .make extension file...
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i used swift on linux, made the Package.swift file including some libraries, but when i built the project with swift build command, the libraries were static linked with the executable file. i tried to generated a Xcode project used the swift package generate-xcodeproj command, built the project in Xcode, then opened the Product directory, i found that the libraries were dynamic linked with the executable file, what did the Xcode doing? and how can i build it as a dynamic link use swift build command, could you help meππ
SwiftPM version 3 was only able to build executables with statically linked libraries. In SwiftPM version 4 (currently in beta, will be released this fall) you can also build with dynamically linked libraries. See SE-0146 for more information.
I have inherited a Flash Builder 4.6 project, but cannot get the Eclipse FB to compile the project, and now my 60 days has lapsed.
I got fed up with being sent in circles by Eclipse/Fb and now I want to try and sanitise/understand the process by building manually using Flex SDK 4.6.
Trouble, is I do not know where to start. There is the MXMLC.exe and CompC.exe, there are projects within the workspace with inter-depedencies.
Simple example using ANt exists where the chap is only compiling from a single source file.
In my workspace I have a main project folder with sub-folders like src containing .as, .mxml, .png files and sub0fodlers like "assets". At the src root folder there is the main mxml which maps to the final compiled exe.
The project also has a "libs", "bin" "bin-release" folder.
The referenced projects are similar.
One of the referenced projects is "flerry".
I want a single Windows Perl/BAT scipts that will compile this for me.
Any ideas on where to look?
mxmlc.exe is used to compile the application, compc.exe is used to compile libraries. If you have code library dependencies, you'll first need to compile these and then compile your application.
The documentation on compiling is pretty good and can be found here: http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf69084-7fcc.html
I would suggest you give this a go and post specific questions if you run into issues.
I've downloaded the SoundTouch folder from their website and now I don't know what to do with it. I'm trying to integrate the pitch-manipulation feature into an iOS app that allows the user to select a song from their library and change the pitch.
What do I need to include in the Xcode project from the SoundTouch folder, and where do I go from there? Any help is appreciated.
If you still need it to use SoundTouch in your iOS project, I have share a GitHub repository with that libraries compiled for armv7, armv7s, arm64, i386 and x86_64
https://github.com/enrimr/soundtouch-ios-library
To implement that compiled library in your project, you have to add SoundTouch directory (which includes libSoundTouch.a and the directory with headers) in your Xcode project and then include
#include "SoundTouch.h"
in your controller file.
I found this question googling "building soundtouch in Xcode"
It seems there is a project on github that has completed this successfully, https://github.com/mwhagedorn/SoundTouch
I was able to clone the repository, build the project, and include the libSoundTouch.a file in my project.
So you will need to include the soundtouch.h in the objective c file you want to access it from. From there create an instance of soundtouch, i.e. SoundTouch audioEngine = SoundTouch.createInstance();, and go from there.
I have a C++ library and I made some JNI code to export it into the Android world. I also created an Android App which uses my JNI interface.
To use the library, I imported all the *.java and *.h / *.cpp files in my Eclipse App project (into the right folder), then I created the *.mk files for the NDK. I compiled the library with ndk-build and loaded it into the target device with Eclipse. The App works fine.
Now I would like to separate the App from the library. So, I compiled name.jar which contains the Java files of the JNI interface, then I compiled the libname.so with ndk-build for the C++ stuff. Then I put name.jar into newproject/libs and libname.so into newproject/libs/armeabi. Consider "newproject" the App I created without the library source code (I don't want to release the source code, only the .jar and .so).
The result is a crash of the App with the memory dump into LogCat. I used System.loadLibrary("name") in a static context.
Anybody can help me?
My procedure was OK. I found the problem: my app was loading the lib and it was running the C++ code. By the way the crash happened early on a socket() call. I had to set the INTERNET permission into the manifest file.
I'm trying to build and run some of the example apps included in the Windows Azure Toolkit here, but it can't seem to find libwatoolkitios.a which is a required file for build. I have not modified the project in any way and I would assume that this file should be included automatically, so how do I get it? How have you guys been able to compile the apps successfully? Thanks.
The library libwatoolkitios.a is not provided as download instead you would need to build it first, described in the doc as below:
Open the watoolkit-lib Xcode project.
Compile the project for release.
Place the .a file and the header files somewhere that you can reference from your project (for this example lets say lib).