program "make" not found in path while building a project - path

When i was trying to build any project in eclipse c/c++, i am getting an error as program "make" not found.I am using mingw gcc compiler. i had tried many ways to solve the issue but nothing worked for me . All the below ways has been tried and i couldn't resolve it.
1.I tried setting the environment variable
2.Tried renaming the mingw32-make to make.exe
3.in window-->preferences-->c/c++-->Build-->environment-->setting new variable for mingw
Can anyone suggest me a solution to rectify this problem.

I tried different things but atlast i got it rectified by doing the following
enter image description here
1.Before running the code i had changed the toolchain editor from project---> properties-->c/c++ build --->Toolchain editor---> change the current tool chain editor to MinGW GCC(Since i was using mingw compiler).

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Problems when building Drake from source with cmake

I am trying to build and install Drake from source in order to get support for Mosek. I keep running into trouble, however. For the record, I am running macOS Catalina.
Right now my approach has been this:
Clone drake from github to a location on my computer (from https://github.com/RobotLocomotion/drake.git)
Install prereqs
with ./setup/mac/install_prereqs.sh
Run bazel build //... Make a
directory called build and cd build cmake .. and then make
and make install
And in my C++ project, which I build using cmake, I add this to CMakeLists.txt:
link_directories(drakelocation/build/install/lib)
include_directories(drakelocation/build/install/include)
However, when I try to build my project, I get an error that Drake is unable to locate Eigen: 'Eigen/Core' file not found. I was able to work around this by adding:
target_link_libraries(my_lib Eigen3::Eigen) to my CMakeLists.txt
I found this a bit strange, as I expect that Drake includes Eigen when it is built, but at least this made me able to get a bit further.
After this I get a bunch of messages of the type:
no member named 'signbit' in the global namespace
i.e. it seems like Drake suddenly is missing all the standard C++ libraries. I have not yet been able to fix this issue, so this is where I am currently stuck.
Do you have any suggestions, or have you encountered any similar problems before?
Other information:
Using find_package(drake) does not work with my current approach at all (cmake is not able to locate drake-config.cmake). Am I missing something here that is required to make this work? Where does cmake expect libraries to be installed, and how do I install them in that place?
I have also tried skipping the entire bazel build //... step, going directly to the cmake .. step, which did not seem to make any difference.
In between every different build approach I have run bazel clean --expunge to make sure that nothing sticks around from the previous run.
Thanks!
You need to tell CMake where your Drake installation is located:
list(APPEND CMAKE_PREFIX_PATH /absolute/path/to/drakelocation/build/install)
find_package(drake REQUIRED)
add_library(my_lib ...)
target_link_libraries(my_lib drake::drake)
This ensures you have all the necessary compiler and linker flags. Setting the include directory to simply /absolute/path/to/drakelocation/build/install/include is insufficient since it does not contain the include directories of the various dependencies of Drake.
Note that you do not need to call bazel yourself before calling cmake. When you run make install, it will call bazel internally.
Thanks #Jamie that solved the find_package() problem I had.
I still had some trouble with the build. Turns out that there was something wrong with my default SDK path, and that setting "CMAKE_OSX_SYSROOT" according to this: Catalina C++: Using <cmath> headers yield error: no member named 'signbit' in the global namespace after an update to XCode did the trick.
After this, I got a lot of strange error messages from Eigen, complaining that i.e. MatrixXd was not defined in the namespace 'Eigen'. For some reason, uninstalling it with brew uninstall eigen and then downloading and building eigen from source solved those problems.
It now works!

fatal error: opencv2/xfeatures2d.hpp: No such file or directory

I am trying to build this code:
https://docs.opencv.org/3.2.0/d5/d6f/tutorial_feature_flann_matcher.html
I am using Ubuntu 16.04 with CLion 2017.3 and have OpenCV 3.4 installed.
xfeatures2d.hpp can't be found on the system.
I have looked at many different problems on the internet, but couldn't find a solution.
Any help?
You have to include cmake comiplation flag to opencv OPENCV_EXTRA_MODULES_PATH and set it to the opencv_contrib/modules.
cmake -DOPENCV_EXTRA_MODULES_PATH=../opencv_contrib/modules
Here's what I had to do to compile OpenCV with xfeatures2d:
Download opencv_contrib (I took a release from the releases page). This step is what gives us xfeatures2d.
Unpack the tarball somewhere, e.g., ~/src/opencv_contrib-4.5.5
When configuring OpenCV (the main OpenCV source like opencv-4.5.2) with CMake, add the following option to cmake command line (adjusting the value to be your actual path to the modules subdirectory of the opencv_contrib tarball):
-DOPENCV_EXTRA_MODULES_PATH=$HOME/src/opencv_contrib-4.5.5/modules/
Now just build as you normally would and install.
The above actions gave me the expected file (among others): /usr/include/opencv4/opencv2/xfeatures2d.hpp.

Setup of React Native using ndenv on OS X

I'm running into PATH difficulty setting up a new React Native iOS project in Xcode 7.1. I'm trying to use ndenv to manage node versions, which means ~/.ndenv/shims needs to be on PATH. To that end, I have PATH set as a user-defined project setting as $PATH:~/.ndenv/shims. The Xcode settings UI shows the correct expanded PATH value.
Yet the project, generated by react-native init, still fails to build. The custom build script fails to find react-native:
../node_modules/react-native/packager/react-native-xcode.sh: line 36: react-native: command not found
react-native is installed correctly, but the environment variables dump in the build output makes clear that ~/.ndenv/shims isn't on PATH. My PATH settings don't appear in the build environment. However, if I set a random user-defined setting (e.g. FOOBAR=baz), that does correctly show up in the build environment.
That result plus further inspection of PATH in the build environment makes clear that Xcode is overriding PATH somewhere along the line.
So in order of preference:
How do I correctly append to PATH for a custom build script in Xcode 7?
Alternatively, what's the best (least hacky?) way of getting ndenv-managed npm modules on PATH for the build script?
Modifying react-native-xcode.sh is out of the question, since that's a part of the external react-native npm module.
UPDATE 1
As a temporary workaround, I've bailed on ndenv and installed node via homebrew. This puts react-native on the (apparently-hardcoded) Xcode path at /usr/local/bin, and works to get the build running. I'm not going to submit or accept this as a solution, since it doesn't allow the repeatable control of node versions that ndenv does.
The problem seems to be that the react-native-xcode.sh script depends on the react-native-cli package to be in PATH. This issue was reported to the project in these two issues on Github:
https://github.com/facebook/react-native/issues/3974
https://github.com/facebook/react-native/issues/3948
I expect a fix to be implemented quite soon, because this is a major problem for anyone using the react-native cli to create new projects.
There are a few work arounds for this problem, but none of them are perfect. Which one would work for you depends on your node / npm setup:
I myself installed node via nvm and just needed to add export NVM_DIR=~/.nvm
source $(brew --prefix nvm)/nvm.shbefore running the react-native-xcode.sh.
For this to work you need to have react-native-cli installed globally.
If you need help finding a solution for your specific setup, please give me some more information about your node setup. ( or you can try one of the other solutions pointed out in the issues I linked above. )
Had the same issue. The work around called out in the link below is working for me. Haven't found a permanent solution.
The XCode $PATH differs from terminal $PATH and it doesn't include path of nvm nodes (~/.nvm/versions/...). This can be temporarily fixed by adding source ~/.bash_profile to the beginig of react-native-xcode.sh
https://github.com/facebook/react-native/issues/3948
This issue was effectively fixed when facebook/react-native#5518 landed. react-native-xcode.sh now respects a NODE_BINARY environment variable that tells it where to find node on the build system. Under your app's target, see Build Phases > Bundle React Native code and images and set the shell script code to:
export NODE_BINARY=$HOME/.ndenv/shims/node
../node_modules/react-native/packager/react-native-xcode.sh
If your node is in a different location, change the value of NODE_BINARY to suit your installation. Here's a screencap from Xcode 7.1 to aid navigation:
It looks like a fix for this was just published as release 0.14.2
https://github.com/facebook/react-native/releases/tag/v0.14.2

Open CV using Cmake

I am working on a harr detecttion project. I want to generate the exe files using the .cpp files that come with Opencv. I am using CMake for it. When I try to do that I am getting an error like this. Don`t know how to solve it.
CMake Error at CMakeLists.txt:7 (ocv_check_dependencies):
Unknown CMake command "ocv_check_dependencies".
Configuring incomplete, errors occurred!
Source link: C:/opencv/apps/haartraining
Destination link: D:/build
Please help me.
I was working on some image processing that involves Haar detection. And i was having a hard time trying to configure with Cmake at first but i finally found manual configuration tutorial with out using Cmake or else. It has helped me a lot and you can get it here. I hope it will work perfect as it worked for me too. Click here -> http://www.anlak.com/using-opencv-2-3-1-with-visual-studio-2010-tutorial/. The tutorial uses open CV 2.3.1 but it will work perfect for recent versions too with the need for Cmake ore else.If you more questions, hit me up and i will explain.Good luck!
It looks like You need to compile the whole library with build examples option enabled (if You are using windows then I bet You use graphic cmake interface, so it shouldn't be a problem), and then You will find the .exe in bin directory,
or You would need to include OpenCVModule.cmake file found in cmake catalogue to CMake file You are trying to use for the build.
I didn't test the second option myself, but it looks like CMake file You are trying to use does not load all macros needed for it to run, but macros are loaded when the root library CMake file is used.

How to build muPDF for android (Need help)

i've been working on this for a while now but i'm still stuck. This is what i've done...
Installed Eclipse
Installed SDK, NDK
Created a project from an existing source... which i browsed to muPDF/android
Then i installed Cygwin to build the project
I used ndk-build to build the project by cygwin
Then i got an error that says ".../Downloads/mupdf-0.8.165/android/jni/mupdf.c:11:19: error: mupdf.
h: No such file or directory"
I've been finding a way to fix this but it keeps on having other new problems after and after. so i would like to ask for your help... plz
Thanks in advance... Best regards, Sirisub
In the directory above there is a script called build.sh that runs the Android.mk and other makefiles; all the locations in those makefiles are set to be run from that location.
However, there are lots of other problems, not all of which I've resolved yet; quick hints, though, you need the third-party libs like jpeg and so on in a directory called "thirdparty" in the same source location as the rest of mupdf (so as siblings of the android subdirectory) and some of the libs need you to produce config headers to make everything work!
I'm currently trying to work out how to link it all ....

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