Im using Wxlua for a GUI im building but need minizip for one of my functions but have no idea how to install minizine to my lua dir.
I expect minizip = require('minizip') to work with my wxlua
minizip is not part of wxlua, so you need to follow the instructions from the source you got the package from. For example, this package provides all the necessary binaries, but requires LuaJIT or lua+luaffi to run.
Usually, it's sufficient to place binary files (*.so or *.dll) into a folder listed in package.cpath and lua files into a folder listed in package.path, but those files may have their own dependencies, so it's better to consult documentation for the module.
Related
This issue is driving me crazy. I'm trying to compile and install The QR Designer from QuickReports 6. I have an issue just with the one package. When I right the package in the IDE > Install the IDE gives me:
Can't load package C:\xe10_3\QRDesign\Win32\Debug\dclqrd_DXE10_3.bpl.
The specified module could not be found.
But the exact file is there.
I've also tried installing it via the menu under Components > Install Packages and then choosing the BPL from there, with the same issue.
I've tried to use Process Monitor as on this post here to find the issue:
Delphi Can't load package the specified module cannot be found
I couldn't fix the issue, but what I did pick up from Process Monitor was that some process was looking for the package here:
Computer\HKEY_CURRENT_USER\Software\Embarcadero\BDS\21.0\Package Cache\dclqrd_DXE10_3.bpl
That key didn't exists. I tried manually creating the key, but that didn't do a thing.
Any ideas?
UPDATE
Here is the list of packages:
As you can see, dclqrd_DXE10_3 is dependant on two others. Which I already built and installed. I removed its references and re-added them again now, to make sure the references are sound. I guess its like Remy said, the Specified module not found is probably not referring to dclqrd_DXE10_3 although I don't know what other module it could be referring to.
To install a package successfully in IDE, follow the steps:
Open the dpk/dproj/groupproj file in IDE
Build the package(s) for Windows 32-bit platform.
IDE itself is a 32-bit applicaton, so it should match.
Normally, it will build all dependent/required packages
Check if all chain of BPL & DCP files are generated in package Output directory.
It defaults to $(BDSCOMMONDIR)\Bpl & Dcp folders, but can be changed individually for each Package in Settings.
PBL packages are like DLL files. In order to load them, it requires all dependent BPLs.
If you have custom package output paths:
Check if your DCP output path is included in Tools\Options\Language\Delphi\Library Library Path for Windows 32-bit platform
Check if no duplicates of outdated compiled packages in default $(BDSCOMMONDIR)\Bpl & Dcp directories
Add the paths to library source pas files in Tools\Options\Language\Delphi\Library Browsing path or Library path
In some specific cases, if the package requires some extra dll-s like DB Client libraries, check if these dlls are 32-bit and are loadable, like included in %path% environement variable.
Note, some libraries offers package installer tools, that automagically do all mentioned things for you.
Also, there are universal package installer tools for quick working environement setup in one click.
I don't know why this fixed my issue, but it did.
The output directories for the bpl and dcp was set to be $(Platform)\$(Config)
The project files for the different packages exists in the same folder so the above config was supposed to be the debug folder or the release folder. Why only this package was thrown off I still don't know, but since changing the above packages to have a fixed path suddenly I could now install dclqrd_DXE10_3.bpl.
Thank you all for helping.
I am currently building a console package with Dart, and Rust using FFI(foreign function interface). Since I can't/shouldn't publish dll/so/dylib files, how can I add a build functionality to it. With that functionality, the required files should be built after the package is downloaded, so that the interop-ed code can work properly. How can it be done? Will the user that downloaded the package need to have Rust in his machine to build the files?
You need to either distribute binaries or require the user to have a Rust compiler.
I have downloaded the lua binaries "lua-5.3.2_Win32_dllw4_lib" for MinGW, but i dont know where in the mingw folder to extract them. Does anyone know how to do this?
EDIT: Sorry not binaries, I ment DLL and includes.
This is not a dll/include for MinGW as it's a DLL/library compiled using MinGW. You need to make them available in your project directory and reference those files when you compile libraries/modules that need to reference Lua header files or libraries. See for example this SO answer on how this is done for luafilesystem module.
Does anybody know how to build cvBlobsLib using MinGW? On official page http://opencv.willowgarage.com/wiki/cvBlobsLib there is only instruction for VS.
There is also linux version of this lib http://opencv.willowgarage.com/wiki/cvBlobsLib?action=AttachFile&do=view&target=cvblobs8.3_linux.tgz , but its makefile cannot be used in windows as i see.
If you use eclipse then you dont have a lot of work:
Create a new project, using MinGW toolchain.
Go to the project properties, and under C/C++ General >> Paths and Symbols add the openCV library paths.
compile the project and it should be OK.
Use this
http://opencv.willowgarage.com/wiki/cvBlobsLib#Build_intructions
if you have more problems (especially NOTE 3)
I would like to install the fsharp compiler from Github on my Debian system, and the usual way would be to create a deb package first and then install it (so it is possible to uninstall it later, etc.). What is the easiest way to achieve this? All the examples of how to use dh_make assume you have a source tar.gz appropriately named, whereas I don't. Also I need to use some prefix for the autogen script:
./autogen.sh --prefix=/usr
I am not sure it this makes the task any more difficult.
This should actually be fairly simple to achieve with a binary package - which will also be cross-platform because the F# compiler itself is written in F#. The compiler itself is fairly standalone and depends only on a few BCL libraries. There are versions that run on Mono.
More important than installing the compiler is the integration with your platform's build system(s). Microsoft ships a Microsoft.FSharp.targets file for MSBuild, I don't know whether that will work with Mono's xBuild.
I have put together a blog post that explains where to find the various bits that make up the F# compiler and how to package them to compile on a platform that has only .NET and MSBuild (AppHarbor in my case), which you may find helpful.