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  • Installation de PySide : binaires et compilation, un article traduit par Thibaut Cuvelier

    L'installation de PySide est généralement très simple. Cet article vous montre les différentes manières de l'installer : que ce soit par le biais de binaires précompilés ou par la compilation, la majorité des systèmes d'exploitation supportés actuellement sont présentés. Cet article est une traduction de plusieurs pages du wiki du Qt Developer Network. Installation de PySide : compilation et binaires...

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  • Trying to write a std::iterator : Compilation error

    - by Naveen
    I am trying to write an std::iterator for the CArray<Type,ArgType> MFC class. This is what I have done till now: template <class Type, class ArgType> class CArrayIterator : public std::iterator<std::random_access_iterator_tag, ArgType> { public: CArrayIterator(CArray<Type,ArgType>& array_in, int index_in = 0) : m_pArray(&array_in), m_index(index_in) { } void operator++() { ++m_index; } void operator++(int) { ++m_index; } void operator--() { --m_index; } void operator--(int) { --m_index; } void operator+=(int n) { m_index += n; } void operator-=(int n) { m_index -= n; } typename ArgType operator*() const{ return m_pArray->GetAt(m_index); } typename ArgType operator->() const { return m_pArray->GetAt(m_index); } bool operator==(const CArrayIterator& other) const { return m_pArray == other.m_pArray && m_index == other.m_index; } bool operator!=(const CArrayIterator& other) const { return ! (operator==(other)); } private: CArray<Type,ArgType>* m_pArray; int m_index; }; I also provided two helper functions to create the iterators like this: template<class Type, class ArgType> CArrayIterator<Type,ArgType> make_begin(CArray<Type,ArgType>& array_in) { return CArrayIterator<Type,ArgType>(array_in, 0); } template<class Type, class ArgType> CArrayIterator<Type,ArgType> make_end(CArray<Type,ArgType>& array_in) { return CArrayIterator<Type,ArgType>(array_in, array_in.GetSize()); } To test the code, I wrote a simple class A and tried to use it like this: class A { public: A(int n): m_i(n) { } int get() const { return m_i; } private: int m_i; }; struct Test { void operator()(A* p) { std::cout<<p->get()<<"\n"; } }; int main(int argc, char **argv) { CArray<A*, A*> b; b.Add(new A(10)); b.Add(new A(20)); std::for_each(make_begin(b), make_end(b), Test()); return 0; } But when I compile this code, I get the following error: Error 4 error C2784: 'bool std::operator <(const std::_Tree<_Traits &,const std::_Tree<_Traits &)' : could not deduce template argument for 'const std::_Tree<_Traits &' from 'CArrayIterator' C:\Program Files\Microsoft Visual Studio 9.0\VC\include\xutility 1564 Vs8Console Can anybody throw some light on what I am doing wrong and how it can be corrected? I am using VC9 compiler if it matters.

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  • OpenSSL Windows x64 Compilation error

    - by rursw1
    Hi, I'm getting the following error when trying to compile OpenSSL 1.0, 64 bit: ias -o tmp32\ia64cpuid.obj tmp32\ia64cpuid.asm 'ias' is not recognized as an internal or external command, operable program or batch file. NMAKE : fatal error U1077: 'ias' : return code '0x1' Stop. Does someone know what can I do? (I do it on Windows 2008 x64 OS) Thanks.

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  • makefile compilation problem

    - by mistique
    He I have a problem with a makefile. I have three classes. They do pretty simple stuff. One does an addition on a subtraction, and the last one will instantiate the two and simply print the resulted addition and subtraction. Now when I create my makefile, I compile my Plus.java and my Minus.java but don't know how to compile the main class because it depends on the previous two. I want to compile and run it from the makefile if it's possible. I get the above results when I try to run make: javac -g Plus.class Minus.class javac: invalid flag: Plus.class Usage: javac use -help for a list of possible options make: * [Operation.class] Error 2 I don't know how to procede, please forgive me if my question is to simple but I am new working with these stuff. I've searched many sites but with no answer.

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  • c compilation error

    - by ambika
    hi, this is my error error:static declaration of 'doct' follows non-static declaration error: previous declaration of 'doct' was here. my code int doct(int*); <- here the second error private int doct(int *a) { static int a=0; <- here the first error a++; *a=a; return 0; } give suggestion.

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  • Sortie des spécifications d'OpenCL 1.2 : séparation compilation/linkage, partitionnement et support de nouveaux types de périphériques

    Sortie des spécifications d'OpenCL 1.2 Séparation compilation/linkage, partitionnement et support de nouveaux types de périphérique Le groupe Khronos vient de ratifier et publier les spécifications d'OpenCL 1.2 (Open Computing Language), l'API et extension standardisée du langage C pour supporter le développement sur GPU et la programmation parallèle distribuée sur plusieurs types de processeurs compatibles. Parmi les nouveautés de cette version, citons : Le partitionnement des périphériques permet de diviser un périphérique en plusieurs sous-périphériques pour contrôler directement les tâches assignées à chaque unité de calcul ; Séparation de la compilation et ...

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  • How does compilation work with AOP?

    - by alee
    I need quick answer to a simple thing in AOP. If i have a code deployed at client side and i have written new aspects, which i want in the client side software. do i have to "recompile" complete software with "original" code and new "AOP" code? (with aop compiler)? i.e. do i need the source code of original program with source code of new AOP and compile 'em boht? P.S: I am asking in general, not being specific to any language.

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  • How do I add a .jar file to the compilation of .java files

    - by Christopher Schroeder
    My makefile is below Also, I would appreciate it if you told me how to move my .class files to ../bin/ JFLAGS = -cp JAR = "RSBot*.jar" JC = javac .SUFFIXES: .java .class .java.class: $(JC) $(JFLAGS) $(JAR) $*.java CLASSES = \ src/Banker.java \ src/Eater.java \ src/Fighter.java \ src/grotgui.java \ src/InventTab.java \ src/Looter.java \ src/Potter.java \ src/W8babyGrotworm.java \ src/Walker.java default: classes classes: $(CLASSES:.java=.class) clean: $(RM) *.class

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  • android compilation

    - by user1241903
    I am trying to compile android source v2.3.4. When I give "make -j32", I am getting result like this.I am using fedora 14(32 bit). [root@localhost WORKING_DIRECTORY]# make -j32 ============================================ PLATFORM_VERSION_CODENAME=REL PLATFORM_VERSION=2.3.4 TARGET_PRODUCT=full TARGET_BUILD_VARIANT=eng TARGET_SIMULATOR=false TARGET_BUILD_TYPE=release TARGET_BUILD_APPS= TARGET_ARCH=arm HOST_ARCH=x86 HOST_OS=linux HOST_BUILD_TYPE=release BUILD_ID=GRJ22 ============================================ Checking build tools versions... build/core/main.mk:76: ************************************************************ build/core/main.mk:77: You are attempting to build on a 32-bit system. build/core/main.mk:78: Only 64-bit build environments are supported beyond froyo/2.2. build/core/main.mk:79: ************************************************************ build/core/main.mk:80: *** stop. Stop. [root@localhost WORKING_DIRECTORY]# Please help me to solve this issue. How to compile android source code on 32 bit os?. Thank You Rajendra

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  • Compilation problem in the standard x86_64 libraries

    - by user350282
    Hi everyone, I am having trouble compiling a program I have written. I have two different files with the same includes but only one generates the following error when compiled with g++ /usr/lib/gcc/x86_64-linux-gnu/4.4.1/../../../../lib/crt1.o: In function `_start': /build/buildd/eglibc-2.10.1/csu/../sysdeps/x86_64/elf/start.S:109: undefined reference to `main' collect2: ld returned 1 exit status The files I am including in my header are as follows: #include <google/sparse_hash_map> using google::sparse_hash_map; #include <ext/hash_map> #include <math.h> #include <iostream> #include <queue> #include <vector> #include <stack> using std::priority_queue; using std::stack; using std::vector; using __gnu_cxx::hash_map; using __gnu_cxx::hash; using namespace std; Searching the internet for those two lines hasn't resulted in anything to help me. I would be very grateful for any advice. Thank you

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  • Seperate compilation in C++

    - by Pat Murray
    Suppose you are creating a class with multiple .cpp files (which each contain the implementation of a member function) and have the class' declaration in a .h file. Also, each .cpp file includes the .h file via the include directive. I was told that if you change the implementation of any of the member functions (.cpp files) that you will have to recompile every .cpp file in order to run the program. That is, if I had 5 member functions (each implemented in a .cpp file) and I changed the implementation of 1 of the .cpp files I would have to compile the 1 .cpp file I changed AND the 4 other .cpp files I didn't change in order to correctly run my program. My question, if the previous statement is true, is why is the statement is true? Any insight on this concept would be helpful.

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  • C++ compilation error when passing a function into remove_if

    - by garsh0p
    So here's a snippet of my code. void RoutingProtocolImpl::removeAllInfinity() { dv.erase(std::remove_if(dv.begin(), dv.end(), hasInfCost), dv.end()); } bool RoutingProtocolImpl::hasInfCost(RoutingProtocolImpl::dv_entry *entry) { if (entry-link_cost == INFINITY_COST) { free(entry); return true; } else { return false; } } I'm getting the following error when compiling: RoutingProtocolImpl.cc:368: error: argument of type bool (RoutingProtocolImpl::)(RoutingProtocolImpl::dv_entry*)' does not matchbool (RoutingProtocolImpl::*)(RoutingProtocolImpl::dv_entry*)' Sorry, I'm kind of a C++ newb.

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  • Visual Studio 2010 compilation general error c1010070

    - by user1747455
    I wrote a little "hello world" program to test my computer, but when i sompile the program there's an error: ------ Build started: Project: hi, Configuration: Debug Win32 ------ Build started 15/10/2012 22:36:48. InitializeBuildStatus: Touching "Debug\hi.unsuccessfulbuild". Link: hi.vcxproj - D:\MSVS\hi\Debug\hi.exe Manifest: Debug\hi.exe.intermediate.manifest : general error c1010070: Failed to load and parse the manifest. {q~ 0H Build FAILED. Time Elapsed 00:00:02.34 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== the creepiest thing i think would be that line of "OH"... i wonder if there's any way to solve this...please help. Many thanks. edit: i tried changing the character set into "multi-byte" and turning "embed manifest"(from "manifest tools") off, but it still cant solve the error

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  • Moving directory after compilation of R

    - by CravingSpirit
    I compiled R in /tmp/R-3.0.0 and then moved it to /home/user/opt/R-3.0.0, then I got an error when executing R: /home/kaiyin/opt/R-3.0.0/bin/R: line 236: /tmp/R-3.0.0/etc/ldpaths: No such file or directory ERROR: R_HOME ('/tmp/R-3.0.0') not found If I export R_HOME='/home/kaiyin/opt/R-3.0.0', it still gives almost the same error: WARNING: ignoring environment value of R_HOME /home/kaiyin/opt/R-3.0.0/bin/R: line 236: /tmp/R-3.0.0/etc/ldpaths: No such file or directory ERROR: R_HOME ('/tmp/R-3.0.0') not found Is there a way to solve this, or do I have to recompile it?

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  • c++ compilation error

    - by clamp
    hello, i got a compile error which i do not understand. i have a h/cpp file combination that does not contain a class but just defines some utility functions. when i try to use a struct that is defined in another class i get the error: error C2027: use of undefined type so, stripped down to the problem, the h file looks like this namespace A { void foo(B::C::SStruct const & Var); } the definition of SStruct is in a class which is in another h-file, that is of course included. namespace B { Class C { struct SStruct { }; } } what am i missing here? thanks!

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  • CMake : système de compilation sort en version 3.0, nouveaux générateurs, variables, propriétés et meilleure gestion de la compilation croisée

    CMake 3 est maintenant disponible ! Découvrez les nouveautés du système de compilation multiplateforme Nouvelles pages de manuel, dont une pour Qt, nouveaux générateurs et de multiples autres apports CMake est un système de compilation et de construction de projets multiplateforme et Open Source. À l'aide d'un simple fichier CMakeLists.txt décrivant votre projet, CMake sera capable de le générer des fichiers pour votre EDI préférés. En résumé, il configure votre projet Visual Studio, Code::Blocks,...

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  • What is the best aproach for coding in a slow compilation environment

    - by Andrew
    I used to coding in C# in a TDD style - write/or change a small chunk of code, re-compile in 10 seconds the whole solution, re-run the tests and again. Easy... That development methodology worked very well for me for a few years, until a last year when I had to go back to C++ coding and it really feels that my productivity has dramatically decreased since. The C++ as a language is not a problem - I had quite a lot fo C++ dev experience... but in the past. My productivity is still OK for a small projects, but it gets worse when with the increase of the project size and once compilation time hits 10+ minutes it gets really bad. And if I find the error I have to start compilation again, etc. That is just purely frustrating. Thus I concluded that in a small chunks (as before) is not acceptable - any recommendations how can I get myself into the old gone habit of coding for an hour or so, when reviewing the code manually (without relying on a fast C# compiler), and only recompiling/re-running unit tests once in a couple of hours. With a C# and TDD it was very easy to write a code in a evolutionary way - after a dozen of iterations whatever crap I started with was ending up in a good code, but it just does not work for me anymore (in a slow compilation environment). Would really appreciate your inputs and recos. p.s. not sure how to tag the question - anyone is welcome to re-tag the question appropriately. Cheers.

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  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

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  • Classes as a compilation unit

    - by Yannbane
    If "compilation unit" is unclear, please refer to this. However, what I mean by it will be clear from the context. Edit: my language allows for multiple inheritance, unlike Java. I've started designing+developing my own programming language for educational, recreational, and potentially useful purposes. At first, I've decided to base it off Java. This implied that I would have all the code be written inside classes, and that code compiles to classes, which are loaded by the VM. However, I've excluded features such as interfaces and abstract classes, because I found no need for them. They seemed to be enforcing a paradigm, and I'd like my language not to do that. I wanted to keep the classes as the compilation unit though, because it seemed convenient to implement, familiar, and I just liked the idea. Then I noticed that I'm basically left with a glorified module system, where classes could be used either as "namespaces", providing constants and functions using the static directive, or as templates for objects that need to be instantiated ("actual" purpose of classes in other languages). Now I'm left wondering: what are the benefits of having classes as compilation units? (Also, any general commentary on my design would be much appreciated.)

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