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11
Help / Re: Code::Blocks can not locate QTCore folder on MAC OS LION
« Last post by vithor on Yesterday at 05:24:36 pm »
Quote
You have to adjust the wizard (right click on it and select edit).

Could you be more explicit ? I must to edit wizard script ? 

Code
// Qt4 project wizard
//
////////////////////////////////////////////////////////////////////////////////

// globals
QtPathDefault    <- _T("$(#qt4)");
QtPathDefaultInc <- _T("$(#qt4.include)");
QtPathDefaultLib <- _T("$(#qt4.lib)");
QtPath <- _T("");

function BeginWizard()
{
    local intro_msg = _T("Welcome to the new Trolltech Qt4 project wizard!\n" +
                         "This wizard will guide you to create a new Qt4 project\n" +
                         "using the Trolltech Qt4 cross-platform GUI toolkit\n\n" +
                         "When you're ready to proceed, please click \"Next\"...");

    local qtpath_msg = _T("Please select the location of Trolltech Qt4 on your computer.\n" +
                          "This is the top-level folder where Qt4 was installed.\n" +
                          "To help you, this folder must contain the subfolders\n" +
                          "\"include\" and \"lib\".");

    Wizard.AddInfoPage(_T("QtIntro"), intro_msg);
    Wizard.AddProjectPathPage();
    Wizard.AddGenericSelectPathPage(_T("QtPath"), qtpath_msg, _T("Qt's location:"), QtPathDefault);
    Wizard.AddCompilerPage(_T(""), _T("gcc*"), true, true);
}

////////////////////////////////////////////////////////////////////////////////
// Qt's path page
////////////////////////////////////////////////////////////////////////////////

function OnLeave_QtPath(fwd)
{
    if (fwd)
    {
        local dir         = Wizard.GetTextControlValue(_T("txtFolder")); // txtFolder is the text control in GenericSelectPathPage
        local dir_nomacro = VerifyDirectory(dir);

        if (dir_nomacro.IsEmpty())
            return false;

        // verify include dependencies
        local dir_nomacro_inc = GetCompilerIncludeDir(dir, QtPathDefault, QtPathDefaultInc);
        if (dir_nomacro_inc.IsEmpty())
            return false;
        if (PLATFORM == PLATFORM_MSW
            && !VerifyFile(dir_nomacro_inc + wxFILE_SEP_PATH + _T("QtGui"), _T("QApplication"), _T("Qt's include")))
            return false;

        // verify library dependencies
        local dir_nomacro_lib = GetCompilerLibDir(dir, QtPathDefault, QtPathDefaultLib);
        if (dir_nomacro_lib.IsEmpty())
            return false;
        if (PLATFORM == PLATFORM_MSW && !VerifyLibFile(dir_nomacro_lib, _T("QtCore4"), _T("Qt's")))
            return false;
        else if (PLATFORM != PLATFORM_MSW && !VerifyLibFile(dir_nomacro_lib, _T("QtCore"), _T("Qt's")))
            return false;


        QtPath = dir; // Remember the original selection.

        local is_macro = _T("");

        // try to resolve the include directory as macro
        is_macro = GetCompilerIncludeMacro(dir, QtPathDefault, QtPathDefaultInc);
        if (is_macro.IsEmpty())
        {
            // not possible -> use the real inc path we had computed instead
            QtPathDefaultInc = dir_nomacro_inc;
        }

        // try to resolve the library directory as macro
        is_macro = GetCompilerLibMacro(dir, QtPathDefault, QtPathDefaultLib);
        if (is_macro.IsEmpty())
        {
            // not possible -> use the real lib path we had computed instead
            QtPathDefaultLib = dir_nomacro_lib;
        }
    }
    return true;
}

// return the files this project contains
function GetFilesDir()
{
    return _T("qt4/files");
}

// setup the already created project
function SetupProject(project)
{
    project.AddIncludeDir(QtPathDefaultInc);
    project.AddIncludeDir(QtPathDefaultInc + wxFILE_SEP_PATH + _T("QtGui"));

    project.AddLibDir(QtPathDefaultLib);

    // add link libraries
    if (PLATFORM == PLATFORM_MSW)
    {
        project.AddLinkLib(_T("QtCore4"));
        project.AddLinkLib(_T("QtGui4"));
    }
    else
    {
        project.AddLinkLib(_T("QtCore"));
        project.AddLinkLib(_T("QtGui"));
    }

    // enable compiler warnings (project-wide)
    WarningsOn(project, Wizard.GetCompilerID());

    // Debug
    local target = project.GetBuildTarget(Wizard.GetDebugName());
    if (!IsNull(target))
    {
        target.SetTargetType(ttConsoleOnly); // ttConsoleOnly: console for debugging
        target.SetOutputFilename(Wizard.GetDebugOutputDir() + Wizard.GetProjectName() + DOT_EXT_EXECUTABLE);
        // enable generation of debugging symbols for target
        DebugSymbolsOn(target, Wizard.GetCompilerID());
    }

    // Release
    target = project.GetBuildTarget(Wizard.GetReleaseName());
    if (!IsNull(target))
    {
        target.SetTargetType(ttExecutable); // ttExecutable: no console
        target.SetOutputFilename(Wizard.GetReleaseOutputDir() + Wizard.GetProjectName() + DOT_EXT_EXECUTABLE);
        // enable optimizations for target
        OptimizationsOn(target, Wizard.GetCompilerID());
    }

    return true;
}



you can define the base folder normally, then in the wizard, edit the part where it recognize qtcore , see in the lib folder and locate the name of the .a file and make the changes, that worked for me
12
Quote
cc1plus.exe: warning: ./wx_pch.h.gch/Debug_wx_pch_h_gch: not used because `__NO_INLINE__' not defined [-Winvalid-pch]

I know its an old post, but thats what I found googling the issue. As the root cause is so stupid I do not want to spent much time on it again when I am going to run into it next time.

Root Cause:
There is nothing CB can do about it, its a GCC problem.
The warning happens when -Winvalid-pch is configured to warn about PCH issues. Since all PCHs could be in the same folder, GCC puts the BuildTarget name into them to keep them apart, e.g. "xxxReleasexxxx" or "xxxDebugxxxx". Compiling "Debug" will be fine. But when you compile "Release" gcc looks into the folder for 'gch'' files and first finds the "Debug" version. Since this is not the correct one it prints the warning. Only then it looks for the next file and finds the correct "Release" version. So it continues to compile with no further warnings. The code will run fine.
The result is a flood useless warnings for any Release build, but none for the Debug build. Maybe there is an architectural reason why they can not look for other fiiles first and then throw the warning, but so we get yet another confusing gcc warning.

There are two wys to sove this
1. Put the PCH files into separate folders. Only the middle C::B option will do that
2. The alternative is to not use -Winvalid-pch compiler switch



13
First you should exactly know where the compiler you're using is, and where the corresponding wxWidgets' dlls are. Check in the PATH envvar if there's another compiler path in it, and make sure that you removed other compilers and added the bin path of the compiler you're using(I see It's gcc) into it.
Then everything will be fine.
Alternatively, you can manually copy libstdc++-6.dll, libgcc_s_seh-1.dll and libwinpthread-1.dll to your application's directory.
14
Hi.  The project runs OK with CB and executes OK (with green arrow). 
However when I double click the *.exe, the error is;
   wxmsw32ud_gcc_custom.dll not found.

When I load the file into the same folder, then a new error is;
   The entry point could not be located.

How do you package the *.exe for standalone usage???

Regards JC....
15
Using Code::Blocks / new project wizard fails to locate glfw3.h
« Last post by Vigor on Yesterday at 01:54:44 am »
This was not a problem before I installed the 13493 nightly build.

I now have 2 installations of codeblocks on my computer, one residing at the default location, the other residing where I unzipped the nightly.   

But that is fine, the nightly installation works great for my old projects and they get their .h .dll .a .lib files from the path to them from the old installation of codeblocks.

The default path of the new nightly build installation's wizard uses the old installation of codeblocks files.   That seems strange but the files are there so, I'm not bothered.   The problem is it keeps failing to find glfw3.h which, in the past resided in a GL\ directory inside the MINGW\include\ directory.   I also tried copying the
opengl files to the respective directories in the new installation and using the MINGW64 directory of the nightly installation but that didn't work either.

I found an old post where this was an issue 6 years ago and tried to follow the instructions to fix it
https://forums.codeblocks.org/index.php?topic=22850.0 but it doesn't appear to be exactly the same issue.  I think that old problem is fixed in this version but my problem is just similar.  I went to edit the script for the new project but the line numbers are different.  I think i found the appropriate lines of code but they already look right.   I don't know what to change or how to change it.   Perhaps this function shows the right place?

Code
function GetFilesDir()
{
    return _T("glfw/files");
}

Might that mean that I need to make a folder \MINGW64\INCLUDE\GLFW\FILES\ and ..\LIB\GLFW\FILES\ etc or would all of the gl files, .a .lib .dll go in one MINGW64\GLFW\FILES\ folder?    Is there even supposed to be a FILES\ folder or does the "files" in "glfw/files" act as a wildcard for files in a GLFW\ folder?

I also tried making an empty console application and converting it to a glfw3 application but that didn't work either, it said glfw3.h was missing at compile time.

In my previous/first installation of codeblocks, making a glfw project used glfw.h and I had to alter
each new project to make it a glfw3.h project.

I also tried moving all opengl .h .dll .a .lib files to the MINGW\ and MINGW64\ directories but that didn't work either.

I think i might be inclined to put all of the glfw3 files in one place to avoid needing a bunch of different paths but...   I suspect the solution to my problem is simple but arbitrary and i am unlikely to figure it out on my own.

Thank you for codeblocks and thank you for your time
16
Plugins development / Re: Code completion using LSP and clangd
« Last post by MaxGaspa on April 16, 2024, 10:43:40 pm »
17
Plugins development / Re: Code completion using LSP and clangd
« Last post by MaxGaspa on April 16, 2024, 08:05:51 pm »

Would you please give steps to re-create and trace the problem, i.e.,
1) do this
2) now do that

1) open a project with multiple source file, so the whole parsing process takes time (more than few seconds)
2) During the parsing process open a source file
3) Select in the box (shown in the attached e-mail) a choice
4) When the parsing of a file is completed the box is cleared (made empty).

In case I can make a video....

Max
18
Plugins development / Re: Code completion using LSP and clangd
« Last post by Pecan on April 16, 2024, 06:37:58 pm »
Hi,

I'm writing to submit a (passible) bug report of the Code Completion plugin (LSP and Clangd).

When I load a project the plugin starts to parse all the project's files. I observe the log of parsing in the Code::Blocks  panel of the Logs window. In the meantime  I open a file, Application.cpp for example,  and  I select "Application:" to use the plugin (see image attached)...but...as soon as a new file is parsed the selection disappears....so I can't use the code completion till the full parsing of the projects. As soon as a new file parsing is completed the selection becomes blank.

Is this behavior expected?

Windows 10 , latest nightly , latest Mys2 clang 18.1.3-1

Would you please give steps to re-create and trace the problem, i.e.,
1) do this
2) now do that
19
Plugins development / Re: Code completion using LSP and clangd
« Last post by MaxGaspa on April 16, 2024, 12:02:56 pm »
Hi,

I'm writing to submit a (passible) bug report of the Code Completion plugin (LSP and Clangd).

When I load a project the plugin starts to parse all the project's files. I observe the log of parsing in the Code::Blocks  panel of the Logs window. In the meantime  I open a file, Application.cpp for example,  and  I select "Application:" to use the plugin (see image attached)...but...as soon as a new file is parsed the selection disappears....so I can't use the code completion till the full parsing of the projects. As soon as a new file parsing is completed the selection becomes blank.

Is this behavior expected?

Windows 10 , latest nightly , latest Mys2 clang 18.1.3-1
20
General (but related to Code::Blocks) / Re: Relocatable Code
« Last post by Miguel Gimenez on April 16, 2024, 11:03:04 am »
Stupid bot trying to spread a trojan.

EDIT: It is a verbatim copy of this post in the MASM forum, and a future spam holder.
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