Build Systems Przemek (Pshemek) Lach Seng 371 Source
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C/C++ Programming with Qt 5.12.6 and Opencv 4.2.0
C/C++ programming with Qt 5.12.6 and OpenCV 4.2.0 Preparation of the computer • Download http://download.qt.io/archive/qt/5.12/5.12.6/qt-opensource-windows- x86-5.12.6.exe and http://www.ensta-bretagne.fr/lebars/Share/OpenCV4.2.0.zip (contains OpenCV with extra modules built for Visual Studio 2015, 2017, 2019, MinGW Qt 5.12.6 x86, MinGW 8 x64), run Qt installer and select Qt\Qt 5.12.6\MinGW 7.3.0 32 bit and Qt\Tools\MinGW 7.3.0 32 bit options and extract OpenCV4.2.0.zip in C:\ (check that the extraction did not create an additional parent folder (we need to get only C:\OpenCV4.2.0\ instead of C:\OpenCV4.2.0\OpenCV4.2.0\), right-click and choose Run as administrator if needed). For Linux or macOS, additional/different steps might be necessary depending on the specific versions (and the provided .pro might need to be tweaked), see https://www.ensta-bretagne.fr/lebars/Share/setup_opencv_Ubuntu.pdf ; corresponding OpenCV sources : https://github.com/opencv/opencv/archive/4.2.0.zip and https://github.com/opencv/opencv_contrib/archive/4.2.0.zip ; Qt Linux 64 bit : https://download.qt.io/archive/qt/5.12/5.12.6/qt-opensource-linux-x64-5.12.6.run (for Ubuntu you can try sudo apt install qtcreator qt5-default build-essential but the version will probably not be the same); Qt macOS : https://download.qt.io/archive/qt/5.12/5.12.6/qt-opensource-mac-x64-5.12.6.dmg . -
Eclipse Webinar
Scientific Software Development with Eclipse A Best Practices for HPC Developers Webinar Gregory R. Watson ORNL is managed by UT-Battelle for the US Department of Energy Contents • Downloading and Installing Eclipse • C/C++ Development Features • Fortran Development Features • Real-life Development Scenarios – Local development – Using Git for remote development – Using synchronized projects for remote development • Features for Utilizing HPC Facilities 2 Best Practices for HPC Software Developers webinar series What is Eclipse? • An integrated development environment (IDE) • A platform for developing tools and applications • An ecosystem for collaborative software development 3 Best Practices for HPC Software Developers webinar series Getting Started 4 Best Practices for HPC Software Developers webinar series Downloading and Installing Eclipse • Eclipse comes in a variety of packages – Any package can be used as a starting point – May require additional components installed • Packages that are best for scientific computing: – Eclipse for Parallel Application Developers – Eclipse IDE for C/C++ Developers • Main download site – https://www.eclipse.org/downloads 5 Best Practices for HPC Software Developers webinar series Eclipse IDE for C/C++ Developers • C/C++ development tools • Git Integration • Linux tools – Libhover – Gcov – RPM – Valgrind • Tracecompass 6 Best Practices for HPC Software Developers webinar series Eclipse for Parallel Application Developers • Eclipse IDE for C/C++ Developers, plus: – Synchronized projects – Fortran development -
Scons API Docs Version 4.2
SCons API Docs version 4.2 SCons Project July 31, 2021 Contents SCons Project API Documentation 1 SCons package 1 Module contents 1 Subpackages 1 SCons.Node package 1 Submodules 1 SCons.Node.Alias module 1 SCons.Node.FS module 9 SCons.Node.Python module 68 Module contents 76 SCons.Platform package 85 Submodules 85 SCons.Platform.aix module 85 SCons.Platform.cygwin module 85 SCons.Platform.darwin module 86 SCons.Platform.hpux module 86 SCons.Platform.irix module 86 SCons.Platform.mingw module 86 SCons.Platform.os2 module 86 SCons.Platform.posix module 86 SCons.Platform.sunos module 86 SCons.Platform.virtualenv module 87 SCons.Platform.win32 module 87 Module contents 87 SCons.Scanner package 89 Submodules 89 SCons.Scanner.C module 89 SCons.Scanner.D module 93 SCons.Scanner.Dir module 93 SCons.Scanner.Fortran module 94 SCons.Scanner.IDL module 94 SCons.Scanner.LaTeX module 94 SCons.Scanner.Prog module 96 SCons.Scanner.RC module 96 SCons.Scanner.SWIG module 96 Module contents 96 SCons.Script package 99 Submodules 99 SCons.Script.Interactive module 99 SCons.Script.Main module 101 SCons.Script.SConsOptions module 108 SCons.Script.SConscript module 115 Module contents 122 SCons.Tool package 123 Module contents 123 SCons.Variables package 125 Submodules 125 SCons.Variables.BoolVariable module 125 SCons.Variables.EnumVariable module 125 SCons.Variables.ListVariable module 126 SCons.Variables.PackageVariable module 126 SCons.Variables.PathVariable module 127 Module contents 127 SCons.compat package 129 Module contents 129 Submodules 129 SCons.Action -
Life After Make - Building Software with Scons
Life after Make - Building Software with SCons Joe VanAndel NCAR Atmospheric Technology Division Research Technology Facility November 20, 2003 SCons Slide 1 of 36 Audience survey • Do you enjoy using autoconf and make? (or do you just tolerate them!) • How frequently do you run “ make clean” - just to be safe! • What alternatives have you tried? November 20, 2003 SCons Slide 2 of 36 What's wrong with Make(1) • No built-in dependency tools • Quirky syntax – tabs matter – can't cut/paste text from makefiles! • Another “ little language” to learn. • Uses shell to extend Make's capabilities (shell is an awful programming language!) November 20, 2003 SCons Slide 3 of 36 include/linux/version.h: ./Makefile @expr length "$(KERNELRELEASE)" \<= $(uts_len) > /dev/null || \ (echo KERNELRELEASE \"$(KERNELRELEASE)\" exceeds $(uts_len) characters >&2; false) @echo \#define UTS_RELEASE \"$(KERNELRELEASE)\" > .ver @echo \#define LINUX_VERSION_CODE `expr $(VERSION) \\* 65536 + $(PATCHLEVEL) \\* 256 + $(SUBLEVEL)` >> .ver @echo '#define KERNEL_VERSION(a,b,c) (((a) << 16) + ((b) << 8) + (c))' >>.ver @mv -f .ver $@ November 20, 2003 SCons Slide 4 of 36 What's Wrong with Make(2) • Dependence on timestamps – – Clock skew in networked development systems – Fooled by restoring old source files • Make doesn't know that changing compiler flags builds different object files – Debug flags (-g) – Optimize flags (-02) – Pre-processor definitions (-DDEBUG_THIS) November 20, 2003 SCons Slide 5 of 36 What's Wrong with make(3) • Hard to build multi-directory projects -
The WAF Build System
The WAF build system The WAF build system Sebastian Jeltsch Electronic Vision(s) Kirchhoff Institute for Physics Ruprecht-Karls-Universität Heidelberg 31. August 2010 Sebastian Jeltsch The WAF build system 31. August 2010 1 / 19 The WAF build system Introduction WorkBuildflow Sebastian Jeltsch The WAF build system 31. August 2010 2 / 19 make = major pain What we expect from our build system: flexibility integration of existing workflows access to well established libraries extensibility power usability The WAF build system Introduction WorkBuildflow For us: low-level code many many layers Sebastian Jeltsch The WAF build system 31. August 2010 3 / 19 What we expect from our build system: flexibility integration of existing workflows access to well established libraries extensibility power usability The WAF build system Introduction WorkBuildflow For us: low-level code many many layers make = major pain Sebastian Jeltsch The WAF build system 31. August 2010 3 / 19 The WAF build system Introduction WorkBuildflow For us: low-level code many many layers make = major pain What we expect from our build system: flexibility integration of existing workflows access to well established libraries extensibility power usability Sebastian Jeltsch The WAF build system 31. August 2010 3 / 19 The WAF build system Introduction Autotools (GNU Build System) GNU Build System + few dependencies on user side (shell scripts) developer autoscan ed + generates standard make files + widely used configure.ac Makefile.am – platform dependent (bash aclocal autoheader automake scripts) aclocal.m4 config.h.in Makefile.in – autoconf-configure is slow autoconf Often: tconfigure >> tmake. – another scripting language configure Makefile make user Sebastian Jeltsch The WAF build system 31. -
Iotivity and Iotivity-Lite • Resources for Getting Started
Overview of IoTivity Projects Kishen Maloor, Intel June 2018 Agenda • What is IoTivity? • Structure of an OCF implementation • IoTivity and IoTivity-Lite • Resources for getting started 2 What is IoTivity? • Umbrella of projects for building IoT devices • Open-source, reference implementations of OCF specifications • Serve as starting point for developing and certifying OCF products Specifications Vertical Data Models Device Certification Strategy, Marketing Independent governance with coordinated efforts 3 Structure of an OCF implementation User space IoT Applications Outer functional blocks APIs & Language Security Manage on-boarding, Bindings Provisioning Provisioning credentials, Infrastructure Access-control lists OCF Resource Model Resource directory, Device High-level Services Wi-Fi Easy Setup, etc. Stack Security Flows Bridging to other Zigbee, Z-Wave, etc. IP Connectivity ecosystems Kernel space Network Interfaces OS & Kernel 4 IoTivity and IoTivity-Lite • IoTivity • Suitable only for more capable device classes • Runs on Linux, Windows, Android, macOS • Multiple language bindings: C, C++, Java, Node.js • IoTivity-Lite (formerly called IoTivity-Constrained) • Lightweight implementation of OCF specifications • Suitable for all device classes (including few constrained devices) • Runs on Linux, Windows, macOS, and multiple RTOSes • C APIs only 5 IoTivity Directory Structure auto_build.py NOTICE.md auto_build.sh plugins bridging prep.sh build_common README-building-and-running-remote-access-sample.txt cloud README.md CONTRIBUTING.md -
Empirical Comparison of Scons and GNU Make
Großer Beleg Empirical Comparison of SCons and GNU Make Ludwig Hähne August 21, 2008 Technical University Dresden Department of Computer Science Institute for System Architecture Chair for Operating Systems Professor: Prof. Dr. rer. nat. Hermann Härtig Tutor: Dipl.-Inf. Norman Feske Dipl.-Inf. Christian Helmuth Erklärung Hiermit erkläre ich, dass ich diese Arbeit selbstständig erstellt und keine anderen als die angegebenen Hilfsmittel benutzt habe. Dresden, den 26. Juni 2008 Ludwig Hähne Abstract Build systems are an integral part of every software developer’s tool kit. Next to the well-known Make build system, numerous alternative solutions emerged during the last decade. Even though the new systems introduced superior concepts like content signa- tures and promise to provide better build accuracy, Make is still the de facto standard. This paper examines GNU Make and SCons as representatives of two conceptually distinct approaches to conduct software builds. General build-system concepts and their respective realizations are discussed. The performance and scalability are empirically evaluated by confronting the two competitors with comparable real and synthetic build tasks. V Contents 1 Introduction 1 2 Background 3 2.1 Design Goals . .3 2.1.1 Convenience . .3 2.1.2 Correctness . .3 2.1.3 Performance . .3 2.1.4 Scalability . .4 2.2 Software Rebuilding . .4 2.2.1 Dependency analysis . .4 2.2.1.1 File signatures . .4 2.2.1.2 Fine grained dependencies . .5 2.2.1.3 Dependency declaration . .5 2.2.1.4 Dependency types . .5 2.2.2 Build infrastructure . .6 2.2.3 Command scheduling . .6 2.3 Build System Features . -
Fortran Programming Guide
Sun Studio 12: Fortran Programming Guide Sun Microsystems, Inc. 4150 Network Circle Santa Clara, CA 95054 U.S.A. Part No: 819–5262 Copyright 2007 Sun Microsystems, Inc. 4150 Network Circle, Santa Clara, CA 95054 U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology embodied in the product that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more U.S. patents or pending patent applications in the U.S. and in other countries. U.S. Government Rights – Commercial software. Government users are subject to the Sun Microsystems, Inc. standard license agreement and applicable provisions of the FAR and its supplements. This distribution may include materials developed by third parties. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, the Solaris logo, the Java Coffee Cup logo, docs.sun.com, Java, and Solaris are trademarks or registered trademarks of Sun Microsystems, Inc. in the U.S. and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. in the U.S. and other countries. Products bearing SPARC trademarks are based upon an architecture developed by Sun Microsystems, Inc. The OPEN LOOK and SunTM Graphical User Interface was developed by Sun Microsystems, Inc. for its users and licensees. Sun acknowledges the pioneering efforts of Xerox in researching and developing the concept of visual or graphical user interfaces for the computer industry. -
Scons User Guide 0.96.91
SCons User Guide 0.96.91 Steven Knight SCons User Guide 0.96.91 by Steven Knight Revision 0.96.91.D001 (2005/09/08 09:14:36) Edition Published 2004 Copyright © 2004 Steven Knight SCons User’s Guide Copyright (c) 2004 Steven Knight Table of Contents Preface..................................................................................................................................... i SCons Principles ........................................................................................................... i A Caveat About This Guide’s Completeness........................................................... i Acknowledgements .................................................................................................... ii Contact.......................................................................................................................... ii 1. Building and Installing SCons........................................................................................1 Installing Python ..........................................................................................................1 Installing SCons From Pre-Built Packages................................................................1 Installing SCons on Red Hat (and Other RPM-based) Linux Systems .......1 Installing SCons on Debian Linux Systems ....................................................2 Installing SCons on Windows Systems............................................................2 Building and Installing SCons on Any System ........................................................2 -
Kdesrc-Build Script Manual
kdesrc-build Script Manual Michael Pyne Carlos Woelz kdesrc-build Script Manual 2 Contents 1 Introduction 8 1.1 A brief introduction to kdesrc-build . .8 1.1.1 What is kdesrc-build? . .8 1.1.2 kdesrc-build operation ‘in a nutshell’ . .8 1.2 Documentation Overview . .9 2 Getting Started 10 2.1 Preparing the System to Build KDE . 10 2.1.1 Setup a new user account . 10 2.1.2 Ensure your system is ready to build KDE software . 10 2.1.3 Setup kdesrc-build . 12 2.1.3.1 Install kdesrc-build . 12 2.1.3.2 Prepare the configuration file . 12 2.1.3.2.1 Manual setup of configuration file . 12 2.2 Setting the Configuration Data . 13 2.3 Using the kdesrc-build script . 14 2.3.1 Loading project metadata . 14 2.3.2 Previewing what will happen when kdesrc-build runs . 14 2.3.3 Resolving build failures . 15 2.4 Building specific modules . 16 2.5 Setting the Environment to Run Your KDEPlasma Desktop . 17 2.5.1 Automatically installing a login driver . 18 2.5.1.1 Adding xsession support for distributions . 18 2.5.1.2 Manually adding support for xsession . 18 2.5.2 Setting up the environment manually . 19 2.6 Module Organization and selection . 19 2.6.1 KDE Software Organization . 19 2.6.2 Selecting modules to build . 19 2.6.3 Module Sets . 20 2.6.3.1 The basic module set concept . 20 2.6.3.2 Special Support for KDE module sets . -
1. Install Homebrew 2. Install Cmake 3. Build and Run the Opengl Program
NYU Tandon School of Engineering CS6533/CS4533 Zebin Xu [email protected] Compiling OpenGL Programs on macOS or Linux using CMake This tutorial explains how to compile OpenGL programs on macOS using CMake – a cross-platform tool for managing the build process of software using a compiler- independent method. On macOS, OpenGL and GLUT are preinstalled; GLEW is not needed as we will use the core profile of OpenGL 3.2 later when we use shaders; Xcode is not required unless you prefer programming in an IDE. At the end we also discuss how to compile on Linux. Contents/Steps: 1. Install Homebrew 2. Install CMake via Homebrew 3. Build and run the OpenGL program 3.1 Build via the command line by generating Unix Makefiles (without Xcode) 3.2 Build via the Xcode IDE by generating an Xcode project (so that you can write your code in Xcode if you have it installed) 4. Compilation on Linux 5. Notes 1. Install Homebrew Homebrew is a pacKage manager for macOS. If you have installed Homebrew before, sKip this step. To install Homebrew, simply paste the command from https://brew.sh into your terminal and run. Once you have installed Homebrew, type “brew” in your terminal to checK if it’s installed. We will use Homebrew to install CMake. 2. Install CMaKe I strongly suggest installing CMake via Homebrew as it will also picK up any related missing pacKages during installation (such as installing a needed command line tool for Xcode even if you don’t have Xcode). If you have installed CMake, just sKip this step. -
Creating Telephony Applications for Both Windows® and Linux
Application Note Dialogic Research, Inc. Dual OS Applications Creating Telephony Applications for Both Windows® and Linux: Principles and Practice Application Note Creating Telephony Applications for Both Windows® and Linux: Principles and Practice Executive Summary To help architects and programmers who only have experience in a Windows® environment move their telephony applications to Linux, this application note provides information that aims to make the transition easier. At the same time, it takes into account that the original code for Windows may not be abandoned. The ultimate goal is to demonstrate how to create flexible OS-agnostic telephony applications that are easy to build, deploy, and maintain in either environment. Creating Telephony Applications for Both Windows® and Linux: Principles and Practice Application Note Table of Contents Introduction .......................................................................................................... 2 Moving to a Dual Operating System Environment ................................................. 2 CMAKE ......................................................................................................... 2 Boost Jam .................................................................................................... 2 Eclipse .......................................................................................................... 3 Visual SlickEdit ............................................................................................. 3 Using Open Source Portable