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51
Development / Debian DEB file creation query
« Last post by AndrewCot on January 22, 2022, 03:13:44 am »
I have finally got my setup to be able to build the Debain DEB files using the SF SVN trunk source code.
But one of the files it outputs has a ddeb extension instead of the deb. The file with the strange extension is:
    codeblocks-libwxcontrib0-dbgsym_20.03svn<SVN#>_amd64.ddeb
The rest of the 16 deb files created have the correct deb extension.
Is this right or not? If it is not right  anyone got any ideas on where to look to see why this is occurring?
52
General (but related to Code::Blocks) / Re: Codeblocks on OSX 10.4 PowerPC
« Last post by AndrewCot on January 22, 2022, 01:57:26 am »
54
General (but related to Code::Blocks) / Codeblocks on OSX 10.4 PowerPC
« Last post by guts2 on January 22, 2022, 12:06:41 am »
I downloaded codeblocks for powerpc on osx 10.4 its working fine as it should but most of the templates don't work for example the opengl template doesnt work cause it cant find the gl header but when i go to the settings to put the folder where they are it still doesny work also when i pick the PowerPC template and where it tells me to pick the compiler it doesnt see that i have gcc 4.0 downloaded even though almost every other template sees it
55
Nightly builds / Re: The 16 Januari 2022 build (12655) is out.
« Last post by BlueHazzard on January 21, 2022, 10:04:04 pm »
Quote
    tested with an existing project : tried to drag a file between a virtual folder to another but the file isn't moved
    tested with a basic project : tried to drag a file between the classic "sources" file to a virtual folder but it doesn't work

***** i knew it......

And dragging files from outside to:
1) An open editor
2) The project Tree
3) To a specific project in the project tree
4) To a virtual folder in a project tree

thank you for testing
56
Nightly builds / Re: The 16 Januari 2022 build (12655) is out.
« Last post by Xaviou on January 21, 2022, 10:00:33 pm »
Can you test drag and drop for me if the build works? I have no mac to test this, and i have the worry that DnD does not work on wxCocca

Buid of rev 16672 is ok if adding the 2 includes specified above.
But DnD doesn't work :
  • tested with an existing project : tried to drag a file between a virtual folder to another but the file isn't moved
  • tested with a basic project : tried to drag a file between the classic "sources" file to a virtual folder but it doesn't work


Regards
Xav'
57
Using Code::Blocks / Re: will CodeBlocks do reverse compiling?
« Last post by BlueHazzard on January 21, 2022, 09:27:26 pm »
It is not possible to "reverse" compile c++ binaries to c++ because of non loose less optimization of the compiler. You can disassemble it from byte code (binary) to assembler and then to some sort of c++ code, but it never gets to the code you compiled.
There are tools that help you by drawing call graphs and recognise some compiler optimisations and decompile some things (for example IDA Pro https://hex-rays.com/ida-pro/ ) but they are expensive.

Codeblocks can display disassembled code during debugging. This is useful when you work with embedded systems but less useful for x86 or AMD64 code.

In short: If you are a nooby and want to decompile and understand binary executables where you do not have the code, then you will have no luck, with no tool. Understanding decompiled code is difficult.

You can read code from open source projects and other tutorials to learn c++

You can debug code to understand what it is doing but you will need the source code of the application: for ex.: https://www.youtube.com/watch?v=IN_RTt_5cf0


58
Using Code::Blocks / will CodeBlocks do reverse compiling?
« Last post by MrCrashTestDummy on January 21, 2022, 08:44:24 pm »
So the question (for now anyway) seems a pretty simple yes or no type of question...

Will CodeBlocks do reverse compiling?

The reason I ask isnt really to hack or rip anyone off...  It's more like I just dont know what I am doing (as a C++ newbie)...  when I learned HTML - it was largely because I could look at the source code through the browser...   so I thought reverse compiling, if possible, might provide a similar way to get some ideas on how to use C++...
59
Nightly builds / Re: The 16 Januari 2022 build (12655) is out.
« Last post by Xaviou on January 21, 2022, 04:20:18 pm »
Thank you for testing...

Code
#include <wx/dataobj.h>
#include <wx/dnd.h>
#include <wx/dataobj.h>

what about this in src/projectmanagerui.h:12 ?
It seems to work (even with only one #include <wx/dataobj.h>  ;D )

I've re-launched a full rebuild on the last revision (12672) with these modifs to see.
But I won't be able to see the result before a few hours : sorry.

i looked into it and it seems that building for macos without buying an mac is impossible...
what a shame waled garden...
Even with a real mac, it's not easy  :-\

Regards
Xav'
60
Nightly builds / Re: The 16 Januari 2022 build (12655) is out.
« Last post by BlueHazzard on January 21, 2022, 03:43:07 pm »
Thank you for testing...

Code
#include <wx/dataobj.h>
#include <wx/dnd.h>
#include <wx/dataobj.h>

what about this in src/projectmanagerui.h:12 ?

i looked into it and it seems that building for macos without buying an mac is impossible...
what a shame waled garden...
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