Same question as this post.
Sometimes making little changes in my cpp files, then catkin_make to compile the workspace to update the executable file, and rosrun the node again, but found that the executable file is still the old version.
How to solve this issue without deleting build/ and compiling again as said in the above post?
Thanks.
Related
I am trying to run Lightgbm with gpu on Spyder. For installing the library I tried many commands but most have failed.
I tried "pip install lightgbm --install-option=--gpu" in anaconda prompt and got the
error.
The I followed the https://github.com/Microsoft/LightGBM/blob/master/docs/Installation-Guide.rst#build-gpu-version
I installed git, vs 2022, cmake and opencl(Cuda Toolkit)
For boost binaries I copied the boost_1_78_0 file in "C:\Boost".
But the file doesn't contain any "lib64-msvc-14.0"(or similar folder). This is the first problem but it contain libs folder so I gave that path(Hope that's right).
But then I get this error:
CMake Warning:
No source or binary directory provided. Both will be assumed to be the
same as the current working directory, but note that this warning will
become a fatal error in future CMake releases.
"CMake Error: The source directory "C:/Users/User Name/LightGBM/build" does not appear to contain CMakeLists.txt"
Any help is appreciated. Thanks
I am trying to compile a .tex document into a pdf in TexStudio (and I have also tried in MikTex) and the following error is outputted File l3backend-pdfmode.def not found. I have tried downloading 13backend package but no luck. Do I need to place the package in a specific folder?
I had the same problem, turned out my miktex library was out-of-date
I opened "miktex console" and updated it.
I incurred into the same issue slightly after an upgrade from Debian 10 to Debian 11. For me, removing all the .texlive* directories from my home folder solved it
mv ~/.texlive* /tmp # If you want to restore them later
rm -r ~/.texlive* # If you are sure about deleting
The ~/.texlive2020 directory was rebuilt after running pdflatex.
I am trying to compile a build file for a sample tutorial in ROS packages. The following shows up in the Terminal,
Errors << catkin_tools_prebuild:cmake /home/comet/mybot_ws/logs/catkin_tools_prebuild/build.cmake.009.log
CMake Error at /opt/ros/kinetic/share/catkin/cmake/safe_execute_process.cmake:11 (message):
execute_process(/home/comet/anaconda3/bin/python
"/opt/ros/kinetic/share/catkin/cmake/parse_package_xml.py"
"/opt/ros/kinetic/share/catkin/cmake/../package.xml"
"/home/comet/mybot_ws/build/catkin_tools_prebuild/catkin/catkin_generated/version/package.cmake")
returned error code No such file or directory
Call Stack (most recent call first):
/opt/ros/kinetic/share/catkin/cmake/catkin_package_xml.cmake:74 (safe_execute_process)
/opt/ros/kinetic/share/catkin/cmake/all.cmake:151 (_catkin_package_xml)
/opt/ros/kinetic/share/catkin/cmake/catkinConfig.cmake:20 (include)
CMakeLists.txt:4 (find_package)
It appears that it is trying to access the python compiler in an anaconda3 folder but I have it uninstalled recently. Any ideas how I could modify the files so that it points to /usr/bin python ? Any ideas are appreciated. Thank you very much!
So there are two possibilities that your environment is tainted
Your PATH variable is still tainted by pointing to your anaconda location. See this question for reference and remove the anaconda entry. Don't forget to open a new terminal to apply the changes
You've created the local catkin workspace while you've sourced the anaconda environment. Thus, you just need to delete build and devel in your current workspace and just rebuild everything from scratch.
Processing both steps one after another should fix the problem.
Just resolved it recently, I have executed catkin clean before catkin build.
I have an ios project that builds with CMake 3.1.1, but I am stuck on the last problem - getting CMake to copy the asset directory into the right location for the app.
I have this, which works when running the app in the simulator. However, it does not work, and in fact causes a build failure when archiving because the destination directory it constructs does not exist.
get_target_property(APPLICATION_BIN ${APPLICATION_NAME} LOCATION)
get_dotapp_dir(${APPLICATION_BIN} APPLICATION_APP_LOCATION)
add_custom_command(TARGET ${PROJECT_NAME}
POST_BUILD
COMMAND cp -r "${CMAKE_SOURCE_DIR}/assets" "${APPLICATION_APP_LOCATION}")
The directory I am copying has many subdirectories and I need them all preserved. Essentially I want to accomplish with cmake the same thing that happens when I drag the "assets" folder into the ios project underneath "Resources".
Use ${CMAKE_COMMAND} -E copy_directory instead of calling cp.
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${LOCATION_FOR_THE_APP} DEPENDS "${PROJECT_SOURCE_DIR}/assets" COMMAND -E copy_directory ${PROJECT_SOURCE_DIR}/assets ${CMAKE_CURRENT_BINARY_DIR}/${LOCATION_FOR_THE_APP})
add_custom_target(${CMAKE_CURRENT_BINARY_DIR}/${LOCATION_FOR_THE_APP} DEPENDS
My solution to this is similar to this answer. The goal of my project was to get googletests running on a cross-platform library, in which I had to wrap googletests into an XCTest Bundle. The build tool we are converting to is CMake for obvious reasons.
I ended up doing this as a pre-build step:
add_custom_command(TARGET ExampleTestTarget PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_LIST_DIR}/resources $<TARGET_FILE_DIR:ExampleTestTarget>
)
Essentially, at prebuild, CMake will copy everything in the resources folder into the root of the target's bundle. For some reason (probably a CMake thing), XCode picked these resource files up with no issue, so I didn't have to set the files to be RESOURCE files explicitly.
If you're using MacOS Bundles/Packages/etc., you'll have to copy-paste these files into $<TARGET_FILE_DIR:ExampleTestTarget>/Resources instead since this is the default resource location for MacOS xcodeproj's generated by CMake. (There are so many loopholes to get XCTests working in CMake that I advise everyone doing cross-platform gtests to create an executable instead for MacOS so you won't get into any trouble like this anyway).
Note, you won't see the files in XCode unless you add the files in target_sources(), but who cares... it works anyway! Who develops C++ exclusively in iOS? ....
After the update to the version 0.3.1_r17328 of Dart SDK and Dart Editor I have some trouble to import some library particulary Args library. I have the same problem both directly importing Args or importing Web_ui where Args is one of the dependencies.
Here is my pubspec.yaml:
name: notes
description: A sample application
dependencies:
web_ui: 0.3.0+1
or:
name: notes
description: A sample application
dependencies:
args: 0.3.1+1
Here is the error generate from build.dart
Unable to open file: C:/Users/Fabio/Dropbox/progetti/note/packages/args/args.dart'package:web_ui/component_build.dart': Error: line 25 pos 1: library handler failed
import 'package:args/args.dart';
'file:///C:/Users/Fabio/Dropbox/progetti/note/build.dart': Error: line 1 pos 1: library handler failed
import 'package:web_ui/component_build.dart';
I solved the problem. It seems that the Cache folder (Pub) has been corrupted.
I have deleted the folder Cache: C:\Users\<UserName>\AppData\Roaming\Pub
Then i run pub install from command line and it works.
Unfortunately, I was getting the same error with my windows XP machine.
In the end, I logged into my windows 7 machine and was able to
download the packages, zipped them up and pasted the libraries into my
windows XP dart editor. Success!
I had no reason to believe I had the exact proxy issue #shindokaku had as I am using my home computer.
I tried all the suggestions on deleting the .cache files, pub.lock files and the packages folder and retrying. I uninstalled dart editor and tried again. I also tried using the git resources to download web-ui and running commands through the command line to no avail
Including suggestions in this similar questions:
cannot-find-referenced-source-packages
is-there-a-workaround-for-pub-dependency-resolution-through-proxies
This problem has been haunting me over and over for a few weeks. I am not using Windows, so this answer is not intended to help the original poster who is using Windows 7.
If you are using Linux here are the steps I use to repair corrupted pub cache.
Go to the top level directory of your app. You should see at least pubspec.lock, pubspec.yaml, a folder named packages, and a folder named web.
Delete your pubspec.lock, and packages folder.
[Make sure you aren't storing your own libraries in the packages folder]
cd ~/dart/myApp/
rm -r packages
rm pubspec.lock
Now once you have removed these files:
pub cache repair
Note 1: if your dart-sdk is not in your systems $PATH, than you will want to use the absolute path to the sdk when using the above command. Comment if you need that explained.
Note 2: This is working solution with Dart 1.5.3. I have not tested this on earlier versions.
Try deleting your pubspec.lock file and packages directory in the root folder of the project. Then run pub install again, when things get wacky thats what I do.
You should try to run pub update. I have sometimes found that this doesn't work as expected from the editor, but generally works quite smoothly when called from the command line.