CMake Generated Eclipse CDT Project Does Not Have System Includes - path

My problem is similar with this: http://www.eclipse.org/forums/index.php/m/649323/
I created a cmake project, and used
cmake .. -G "Eclipse CDT4 - Unix Makefiles"
to create a Eclipse CDT4 project.
But in the CDT IDE, the standard include paths are not listed, and all STL or system build-in header files include directives are marked as "cannot be resolved", so the "Open Declaration" or other a lot of operation cannot be done.
However, I could compile it without any problems.
My co-worker also has a cmake project, but it's very complicated. The CDT project generated from his cmake project DOES have the system includes. But his cmake is way too complicated, and he told me that he didn't do anything special to include the system paths.
Can anyone help me out? Thanks.
My Main CMakeLists.txt:
CMake_Minimum_Required(VERSION 2.8)
# Some settings
Set(CMAKE_ALLOW_LOOSE_LOOP_CONSTRUCTS ON)
CMake_Policy(SET CMP0015 NEW)
#Include(CMakeProcedures.cmake)
#CheckEnvironment()
# Set the compiler and its version if needed
# Create the project
Project(MyProjectName CXX)
# Set the compiler
Set(CMAKE_CXX_COMPILER /usr/bin/g++)
# Detect whether we are in-source
If (CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
Message(FATAL_ERROR "In-source building is not allowed! Please create a 'build' folder and then do 'cd build; cmake ..'")
EndIf()
# Set the output dirs
Set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin)
Set(LIBRARY_OUTPUT_PATH ${PROJECT_BINARY_DIR}/lib)
# Add source subdirs to the build
Add_Subdirectory(src)
# Add_Subdirectory(test EXCLUDE_FROM_ALL)
Peter
One workaround is to manually add these to the CDT IDE:
/usr/include/c++/4.5
/usr/include/c++/4.5/backward
/usr/include/c++/4.5/i686-linux-gnu
/usr/include/i386-linux-gnu
/usr/lib/i386-linux-gnu/gcc/i686-linux-gnu/4.5.2/include
/usr/lib/i386-linux-gnu/gcc/i686-linux-gnu/4.5.2/include-fixed
/usr/local/include
But it's not the solution.

I finally figured out that this line is causing the problem:
Project(MyProjectName CXX)
If we remove the optional paramter CXX, life is good.
Can anyone tell me why?
Peter

Related

Receiving error "include could not find load file" for cmake

Setting up swift-corelibs-xctest for Swift - Windows 10. When file CMakeLists.txt is called find_package is ran to look for FoundationConfig.cmake file
if(NOT CMAKE_SYSTEM_NAME STREQUAL Darwin)
find_package(dispatch CONFIG REQUIRED)
find_package(Foundation CONFIG REQUIRED)
endif()
FoundationConfig.cmake is found but error "include could not find load file: #Foundation_EXPORTS_FILE#"
I'm pretty sure this is due to fact that Foundation file is in a different directory. I only need clarification as to what # Foundation_EXPORTS_FILE# means. I have been unable to find any reference to _EXPORTS_FILE.
Believe I found part of what I was lookin for here.
https://gitlab.kitware.com/cmake/community/-/wikis/doc/cmake/ExportInterface
The other half of the problem was found here -
default search paths for CMake include() vs. find_package()
"include(#Foundation_EXPORTS_FILE#)" Was in reference to the two config files, which are not in the same location, also include() searches for files in CMAKE_MODULE_PATH --- message("Path- ${CMAKE_MODULE_PATH}")

CMake OpenCV 3.0.0 and building executables and libraries in Ubuntu

I have OpenCV 3.0.0 installed in /usr/local/opencv-3.0.0
I am trying to construct a CMakeLists file to build a library against this OpenCV 3.0.0. The CMakeLists.txt is as follows:
cmake_minimum_required(VERSION 2.8)
project(STT_People_Tracker)
cmake_policy(SET CMP0016 NEW)
# compilation mode setup
#set(CMAKE_BUILD_TYPE Release)
set(CMAKE_BUILD_TYPE Debug)
# set OpenCV directories - CHANGE DEPENDING ON SYSTEM
set(OpenCV_PATH "/usr/local/opencv-3.0.0")
set(OpenCV_INCLUDE_DIRS "${OpenCV_PATH}/include")
set(OpenCV_LIBS "${OpenCV_PATH}/lib/")
# set environment variables
set(SOURCES_PATH "${CMAKE_SOURCE_DIR}/Sources")
set(INCLUDES_PATH "${SOURCES_PATH}/include")
if(CMAKE_BUILD_TYPE MATCHES Debug)
set(OUTPUT_PATH "../Debug")
message(STATUS "Compiling in DEBUG mode")
elseif(CMAKE_BUILD_TYPE MATCHES Release)
set(OUTPUT_PATH "../Release")
message(STATUS "Compiling in RELEASE mode")
endif()
include_directories(${INCLUDES_PATH})
include_directories(${OpenCV_INCLUDE_DIRS})
# compilation of executables
message(STATUS "configuring executables...")
add_executable(${OUTPUT_PATH}/mainTest ${SOURCES_PATH}/mainTest.cpp)
# compilation of libraries
message(STATUS "configuring libraries...")
add_library(${OUTPUT_PATH}/background_substractor ${SOURCES_PATH}/background_substractor.cpp)
# set linker options
link_directories(${OpenCV_LIBS})
target_link_libraries(${OUTPUT_PATH}/mainTest opencv_core opencv_highgui)
target_link_libraries(${OUTPUT_PATH}/background_substractor opencv_core opencv_highgui)
message(STATUS "cmake configuration complete")
It is a fairly simple Cmake file, however, I have the following problems/doubts:
1.-How can I know I am using OpenCV 3, and not other versions of OpenCV present in the system?
2.- When compiling the file background_substractor, its associated header file can not be located, although I have checked the path and it is correctly assigned in the set(INCLUDES_PATH "${SOURCES_PATH}/include"):
/home/alberto/STT_People_Tracking/Sources/background_substractor.cpp:3:36: fatal error: background_substractor.h: No such file or directory
#include "background_substractor.h"
^
compilation terminated.
make[2]: *** [CMakeFiles/../Debug/background_substractor.dir/Sources/background_substractor.cpp.o] Error 1
make[1]: *** [CMakeFiles/../Debug/background_substractor.dir/all] Error 2
make: *** [all] Error 2
3.- Finally, and if I comment the header file, I have problems linking:
Linking CXX static library lib../Debug/background_substractor.a
/usr/bin/ar: lib../Debug/background_substractor.a: No such file or directory
make[2]: *** [lib../Debug/background_substractor.a] Error 1
make[1]: *** [CMakeFiles/../Debug/background_substractor.dir/all] Error 2
make: *** [all] Error 2
I have tried everything: Specifying the include files in the add_executable() and add_library() commands, I have checked paths and they are ok, etc etc.
Could anyone more experienced with CMake, give me a little hand?
Thank you very much in advance,
Alberto
How can I know I am using OpenCV 3, and not other versions of OpenCV present in the system?
Your project should check that.
But usually projects just use find_package command for fill variables related to 3d-party library. This command perform all needed checks. In your case it could be
find_package(OpenCV 3 REQUIRED)
call, which fills OpenCV_LIBS and OpenCV_INCLUDE_DIRS variables automatically. This command, by default, search OpenCV installation in default paths, but you can adjust searching algorithm by using parameters to cmake (so, you needn't to change CMakeLists.txt when you build the project on other machine). E.g., this way
cmake -DOpenCV_DIR=/usr/local/opencv-3.0.0 <source-dir>
you can specify precise installation path of OpenCV.
When compiling the file background_substractor, its associated header file can not be located...
Cannot suggest anything aside from checking file existence
/home/alberto/STT_People_Tracking/Sources/include/background_substractor.h
But this also can be a result of the 3d issue(see below).
Finally, and if I comment the header file, I have problems linking...
Your usage of CMake targets is incorrect. Unlike to make targets, which usually are files, CMake targets are simple names. By default, name of library/executable target determines filename of the library/executable file, produced by this target, but this can be changed. Directory, where resulted file will be located, can be adjusted using CMAKE_<TYPE>_OUTPUT_DIRECTORY variables, where <TYPE> can be ARCHIVE, LIBRARY or RUNTIME depending on target type.
Correct CMake script would be:
cmake_minimum_required(VERSION 2.8)
project(STT_People_Tracker)
cmake_policy(SET CMP0016 NEW)
# compilation mode setup
#set(CMAKE_BUILD_TYPE Release)
set(CMAKE_BUILD_TYPE Debug)
# set OpenCV directories using find_package.
find_package(OpenCV 3 REQUIRED)
# set environment variables
set(SOURCES_PATH "${CMAKE_SOURCE_DIR}/Sources")
set(INCLUDES_PATH "${SOURCES_PATH}/include")
if(CMAKE_BUILD_TYPE MATCHES Debug)
set(OUTPUT_PATH "${CMAKE_BINARY_DIR}/Debug") # Use absolute path
message(STATUS "Compiling in DEBUG mode")
elseif(CMAKE_BUILD_TYPE MATCHES Release)
set(OUTPUT_PATH "${CMAKE_BINARY_DIR}/Release")
message(STATUS "Compiling in RELEASE mode")
endif()
# Set output directory for STATIC libraries and executables
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${OUTPUT_PATH})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${OUTPUT_PATH})
include_directories(${INCLUDES_PATH})
include_directories(${OpenCV_INCLUDE_DIRS})
# compilation of executables
message(STATUS "configuring executables...")
add_executable(mainTest ${SOURCES_PATH}/mainTest.cpp) # Use simple name as a target
# compilation of libraries
message(STATUS "configuring libraries...")
add_library(background_substractor ${SOURCES_PATH}/background_substractor.cpp) # Use simple name as a target
# set linker options
# Command below is no-op: OpenCV libraries enumerated using absolute paths
# link_directories(${OpenCV_LINK_DIRECTORIES})
target_link_libraries(mainTest ${OpenCV_LIBS}) # Variable OpenCV_LIBS contains OpenCV libraries needed to link with
target_link_libraries(background_substractor ${OpenCV_LIBS})
message(STATUS "cmake configuration complete")

How to integrate LuaJIT with LuaRocks on Windows?

I downloaded the source of LuaJIT and compiled it with msvc120.dll (VS 2013 x64). When I run it from the command line I have no problems executing some basic lua. Now the LuaJIT installation guide mentions moving luajit.exe and lua51.dll into their own folder. From there it says to create a lua folder and under that a jit folder with the contents of src/jit moved underneath the newly created jit folder.
From my understanding my folder should look like and contain:
luajit.exe
lua51.dll
/lua
/jit
bc.lua
[rest of jit files]
vmdef.lua
Is this correct or am I missing files?
Now after I built my luajit I tried to wire it up into my luarocks to act as my interpreter using
install.bat /LUA C:\LuaJIT\2.0.3\[folder with above content]
However this cannot find the header files. I then copied over what are the header files into the folder above and that wires it up, but I can never actually get anything to compile when pointed over to LuaJIT. Edit: The error I get is the following,
C:\LuaJIT\2.0.3\bin\lua51.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x2D0
Error: Failed installing dependency: https://rocks.moonscript.org/luafilesystem-1.6.2-2.src.rock - Build error: Failed compiling module lfs.dll
Is the correct way to handle this to simply point to my lua binaries and from there leverage LuaJIT to run my files or am I doing something wrong with wiring up LuaJIT and luarocks? The former seems to work for the most part, since I only ran into one library compilation issue, lua-cjson.
I've run on exactly the same problem, but they've found a solution right here:
https://github.com/keplerproject/luafilesystem/issues/22
I knew that for "linking DLLs statically" there is a so-called "export" .lib file, which is passed to the linker (and not the DLL itself).
So, for example, when compiling, LuaRocks was doing this:
cl /nologo /MD /O2 -c -Fosrc/mime.obj -ID:/LuaJIT-2.0.4/include/ src/mime.c -DLUA_COMPAT_APIINTCASTS -DLUASOCKET_DEBUG -DNDEBUG -DLUASOCKET_API=__declspec(dllexport) -DMIME_API=__declspec(dllexport) mime.c
link -dll -def:core.def -out:mime/core.dll D:/LuaJIT-2.0.4/bin/lua51.dll src/mime.obj
My LuaJIT was compiled from source in D:\LuaJIT-2.0.4\src, but I made two folders myself: D:\LuaJIT-2.0.4\include with all *.h files copied from src and D:\LuaJIT-2.0.4\bin with luajit.exe, lua51.dll, and then later lua51.exp and lua51.lib. Still same error, but this was the right track.
Fix
Now, check where your LuaRocks configs are:
luarocks.bat help
Scroll down to a section like:
CONFIGURATION
Lua version: 5.1
Configuration files:
System: D:/luarocks/config-5.1.lua (ok)
User : (... snip ...)
Edit the System configuration file, specifically see the part:
variables = {
MSVCRT = 'VCRUNTIME140',
LUALIB = 'lua51.dll'
}
Here! LUALIB should be the .lib file. If your export lib is alongside the DLL, you just need to change to:
variables = {
MSVCRT = 'VCRUNTIME140',
LUALIB = 'lua51.lib' -- here!
}
Verification
And now:
luarocks.bat install luasocket
(...)
link -dll -def:core.def -out:socket/core.dll D:/LuaJIT-2.0.4/bin/lua51.lib src/luasocket.obj (...)
(...)
luasocket 3.0rc1-2 is now built and installed in D:\luarocks\systree (license: MIT)
Note the first argument passed to the linker.

CMake with iOS Toolchain: Can't Find Threads

I'm trying to use ios-cmake to generate Xcode project targeting iOS. However, it cannot find Threads. Here's a simple CMake script for demonstration:
CMAKE_MINIMUM_REQUIRED (VERSION 2.8)
PROJECT (MyCITest)
SET (CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake/modules")
########################
# EDIT: I've also tried adding the lines below prior to posting this question,
# but there doesn't seem to be any effect.
# (http://stackoverflow.com/questions/8386897)
SET (CMAKE_REQUIRED_INCLUDES ${CMAKE_IOS_SDK_ROOT}/usr ${CMAKE_IOS_SDK_ROOT}/usr/include)
SET (CMAKE_CXX_FLAGS "--sysroot=${CMAKE_IOS_SDK_ROOT} ${CMAKE_CXX_FLAGS}")
SET (CMAKE_C_FLAGS "--sysroot=${CMAKE_IOS_SDK_ROOT} ${CMAKE_C_FLAGS}")
########################
FIND_PACKAGE (ZLIB REQUIRED)
FIND_PACKAGE (LibXml2 REQUIRED)
FIND_PACKAGE (Threads REQUIRED)
Running CMake from the terminal:
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/iOS.cmake -GXcode
This is the output I got:
-- Toolchain using default iOS SDK: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk
-- Found ZLIB: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/usr/lib/libz.dylib (found version "1.2.5")
-- Found LibXml2: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/usr/lib/libxml2.dylib (found version "2.7.8")
-- Looking for include file pthread.h
-- Looking for include file pthread.h - not found
CMake Error at cmake/modules/FindPackageHandleStandardArgs.cmake:97 (MESSAGE):
Could NOT find Threads (missing: Threads_FOUND)
Call Stack (most recent call first):
cmake/modules/FindPackageHandleStandardArgs.cmake:288 (_FPHSA_FAILURE_MESSAGE)
cmake/modules/FindThreads.cmake:166 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
CMakeLists.txt:8 (FIND_PACKAGE)
-- Configuring incomplete, errors occurred!
I've already triple-checked that pthread.h is located in /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/usr/include, and besides, it located ZLib and LibXML2 without a problem, so I'm not sure what I'm doing wrong.
> cmake --version
cmake version 2.8.10.2
None of these solutions seem to work. I found the only thing that consistently worked for me was to set the variables that FindThreads.cmake sets. In other words, define the following in your toolchain file:
set(CMAKE_THREAD_LIBS_INIT "-lpthread")
set(CMAKE_HAVE_THREADS_LIBRARY 1)
set(CMAKE_USE_WIN32_THREADS_INIT 0)
set(CMAKE_USE_PTHREADS_INIT 1)
The problem is indeed due to the call to try_compile failing in FindThreads.cmake. But for me setting CMAKE_CXX_COMPILER_WORKS was not enough. Instead, I changed the type of test performed by try_compile from trying to build an executable to trying to build a static library, by putting this in the toolchain file:
set(CMAKE_TRY_COMPILE_TARGET_TYPE STATIC_LIBRARY)
[Sept 2019] Fix for XCode 11 & iOS 13
As explained here.
Need to use XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED instead of CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED below to make this work:
set(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES "XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED")
set(XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED "NO")
find_package(Threads REQUIRED)
unset(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES)
unset(XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED)
[Aug 2019]: Info from CMake's issue tracker
The issue was discussed here and explained by #alcroito. It does not use the custom ios-cmake toolchain but the new native iOS toolchain (CMake 3.14+) but the issue is the same.
Source of the issue
When using the Xcode generator, it will try to sign applications by default. When looking for Threads, CMake calls FindThreads.cmake which will call a TRY_COMPILE test that Xcode will try to sign and fail at.
Proper solution:
Disable signing for the try_compile within FindThreads (seen here):
set(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES "CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED")
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED "NO")
find_package(Threads REQUIRED)
unset(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES)
unset(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED)
Other solutions in this thread
Make the binary of that try_compile static, which won't be signed (seen here). That's not great since it should be an executable and not a static lib.
Pass proper information to be able to sign the try_compile executable (seen here). That actually would not work for me.
Skip try_compile (seen here): not quite safe since you'll skip all your compiler tests. That would not work for me either.
Hardcode Threads by overriding what FindThreads does (seen here): quite a dirty workaround.
It turns out that the iOS toolchain currently doesn't support TRY_COMPILE, which is used by CheckIncludeFiles.cmake, which is in turn used by FindThreads.cmake. The toolchain is currently set to skip TRY_COMPILE by using:
set (CMAKE_CXX_COMPILER_WORKS TRUE)
set (CMAKE_C_COMPILER_WORKS TRUE)
Reference: http://code.google.com/p/ios-cmake/issues/detail?id=1&can=1
You can fix try_compile command using next variables in toolchain:
# toolchain.cmake
set(CMAKE_MACOSX_BUNDLE YES)
set(CMAKE_OSX_SYSROOT "iphoneos")
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer")
set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.example")
And minimalistic example:
# CMakeLists.txt
cmake_minimum_required(VERSION 2.8)
project(Foo)
find_package(Threads REQUIRED)
add_executable(foo foo.cpp)
Generate output:
> cmake -H. -B_builds -DCMAKE_TOOLCHAIN_FILE=toolchain.cmake -GXcode
...
-- Looking for include file pthread.h
-- Looking for include file pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - found
-- Found Threads: TRUE
...
Complete solution
Just to mention, I also encountered the same problem in my project. I commented out the find_package(Threads REQUIRED) line and generate the Xcode proejct. The codes compiled without errors. Maybe Xcode could automatically link with posix thread library.
The solution for me was a combination of the 2 answers before me.
Comment out the 2 lines that disable try_compile
# Skip the platform compiler checks for cross compiling
set (CMAKE_CXX_COMPILER_WORKS TRUE)
set (CMAKE_C_COMPILER_WORKS TRUE)
Then add this to the top of the IOS.cmake toolchain file.
set(MACOSX_BUNDLE_GUI_IDENTIFIER com.example)
set(CMAKE_MACOSX_BUNDLE YES)
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer")

How to include OpenCV libraries in CMake Makefile

I hope you can help me.
I have a simple CMakeLists.txt in order to build my project on Leopard 10.5.8.
I'm using CMake 2.8.1 and at the moment this is the code:
cmake_minimum_required(VERSION 2.8)
MESSAGE(STATUS "./src: Going into utils folder")
ADD_SUBDIRECTORY(utils)
MESSAGE(STATUS "./src: utils folder processed")
include_directories(${DIR}/headers)
link_directories (${DIR}/src/utils)
ADD_EXECUTABLE(sample sample.cpp)
TARGET_LINK_LIBRARIES(sample libSample ${EXTERNAL_LIBS})
INSTALL(TARGETS sample DESTINATION "./src")
MESSAGE(STATUS "./src: exiting src folder")
I need to add OpenCV libraries on my project.
When I use Eclipse I set the include path to /opt/local/include
and the libraries path to: /opt/local/lib and then I specify the libraries name such as_ opencv_core, opencv_imgproc, opencv_video.
Can you tell me how to add these information in the CMakeLists.txt file, please?
I've read some information in the official cmake FAQ but i wasn't able to solve my problem.
Please, help me.
Thanks a lot.
You need to add the library names in the TARGET_LINK_LIBRARIES command, but you need to add them without the lib prefix. For example:
include_directories(${DIR}/headers /opt/local/include)
link_directories (${DIR}/src/utils /opt/local/lib)
ADD_EXECUTABLE(sample sample.cpp)
TARGET_LINK_LIBRARIES(sample opencv_core opencv_imgproc opencv_video ${EXTERNAL_LIBS})

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