I just apt-get installed monodevelop-monogame, tried to run the template right off the bat to make sure everything was fine and dandy. It failed to run, and when I tried to add missing references, I couldn't seem to find the XNA framework anywhere. Please help.
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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!
I have been trying to install pods, everything is working fine until it reaches "Installing BoringSSL-GRPC" after this point nothing is reflected back everything stops there and it is still installing. Is there any way to skip or make it go the same speed as that of other installations?
Thanks in advance.
I tried removing the pods but that was not going as it was creating problems with code so I removed all the pods and install all of them one after another. Though it took alot of to install grpc and follwing installations but it was all completed successfully. Hope it can help you.
Suddenly I can't get my react native project to start on ios simulator or device. I don't know what happened in between. I tried to clear all cache, reinstalled the node modules, pod install, but nothing works. Can't find anything except that in the react native documentation that this is part of Systrace. I'm stumped.
I did run npm link yesterday - maybe it messed something up, but still after that building was not an issue.
I'm sure i messed something up myself, but hopefully someone has a hint.
Not sure this will help, but sometimes cleaning the ios build folder fixes weird things
This was a bit of a headache.
I also saw the error Module AppRegistry is not a registered callable module (calling runApplication). But that was not really the issue.
Whilst checking if android build has similar problem, I found that the module react-native-animated-linear-gradient had two issues
It gave problems with ReactNativeFeatureFlags.js.
It had a duplicate definition of react-native (as if it also included the whole react-native project through its package.json
By continuing to remove this package completely, unlinking it manually, reinstalling npm packages and cleaning my npm cache I finally got it to work again, both on android and ios.
I wasn't using that package, but due to lingering in my package.json and running npm update it went and broke something in my setup I suspect. If only I had removed it completely after not testing and deciding not using it.
I hope it helps people giving direction if you suddenly see installreacthook not found. It costs me 4 hours to figure out.
I have uploaded an open source project called SuperCrack! to Github. I made it with Xcode 8.3.3. It's quite a large project with lots of pods. I asked a friend to download and build it but he complains that there is No Scheme:
He tried the solutions here but said they didn't help.
If anybody could tell me where I went wrong and fix this problem I'd be grateful.
I had the same problem when trying to run this app turns out I just had to run 'pod install'
YOUR_PROJECT_NAME.pbxproj is missing. seems like something went wrong when pushing your project to the server...
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 ....