static-libraries

Error installing flite on Mac OSX

可紊 提交于 2019-12-10 17:02:22
问题 I have downloaded the latest source distribution of flite, and went about the usual process of installing it. $ ./configure $ make $ sudo make install However, I run into a strange error when I try to install the library to my system. $ sudo make install Installing mkdir -p /usr/local/bin mkdir -p /usr/local/lib mkdir -p /usr/local/include/flite /usr/bin/install -c -m 644 include/*.h /usr/local/include/flite /usr/bin/install -c -m 755 ../bin/flite_time /usr/local/bin cp -pd ../build/i386

CoreData: warning: Unable to load class named 'WEEReadings' for entity 'Readings'. Class not found, using default NSManagedObject instead

↘锁芯ラ 提交于 2019-12-10 14:36:47
问题 OK, it's time for the community help after hours and hours of searching. I have a static library and using this awesome script I generate my static framework which includes the universal static library, also I create a bundle including the ReadingsCoreDataModel.momd which includes the ReadingsCoreDataModel.mom. All good, I provide these to my client iOS application, all builds correctly and starting the app kinked to my framework and using the bundle, I have a singleton WEEDataStore class in

Why is CMake ignoring assembly files when building static library?

℡╲_俬逩灬. 提交于 2019-12-10 14:16:55
问题 I've set set(CAN_USE_ASSEMBLER TRUE) And it's not helping at all. I'm trying to create a static library with a command like: add_library(${CMAKE_PROJECT_NAME} STATIC ../PropWare ../spi ../spi_as.S ../sd) where the files without extensions are C++ or C files and the .S file is assembly. But when I run cmake and make, it compiles the C/C++ sources and just ignores the assembly file... no warnings, no errors... just skips right over it. I'd love any ideas. Full source is available on github (do

LNK4006, LNK4221 warnings when using static library that includes another static library

不打扰是莪最后的温柔 提交于 2019-12-10 14:12:05
问题 I'm trying to use static library that include other static libraries. There are two projects: Engine, MyGame 'Engine' is going to produce Engine.lib 'MyGame' is going to use Engine.lib when it is linking. Following is the build message that I'm getting from visual studio 2012: 1>------ Rebuild All started: Project: Engine, Configuration: Debug Win32 ------ 2>------ Rebuild All started: Project: MyGame, Configuration: Debug Win32 ------ 1> Precompiled.cpp 2> Main.cpp 2>LINK : fatal error

What is the correct process for linking static libraries that have common static libraries?

本小妞迷上赌 提交于 2019-12-10 13:26:48
问题 I am working on a static library, called Silicon, that I use for all of my iOS apps. Because I don't want to create one massive static library that could become hard to maintain I create lots of smaller static libraries that I attach as submodules. As of the time of this writing the dependency tree for Silicon is as follows: Silicon | |==> FDKeychain |==> FDDataClient | |=> FDRequestClient | |=> FDFoundationKit |==> FDSQLiteDatabase | |=> FDFoundationKit As you can see both FDRequestClient

How to use c static library in iOS app?

删除回忆录丶 提交于 2019-12-10 12:23:25
问题 I have library header files and static library compiled with XCode SDK from C sources. How to use it in my iOS app? I believe i have to add .a file in the project settings (link section) and header files in source files settings. What about using .mm files instead of .m? How to wrap C API to Objective-c correctly? 回答1: You don't need to use .mm . This is only for Objective-C++ files. All you need to do is include the .a and .h files in your project (I think you can just drag and drop) and

Problems with porting a fortran program from ubuntu to windows

人走茶凉 提交于 2019-12-10 12:11:16
问题 I previously had some troubles updating old code that still needed a not supported compiler and expensive libraries to a version with gfortran in Eclipse on Windows. I let it rest for a while and recently I took a whole other approach, rebuilding the program from scratch, developping on a ubuntu machine, but now I want to bring it back to a windows machine so that my co-workers can contribute on it. The status: Program compiles, runs and gives good results on an ubuntu machine with the GCC

Bazel failed to include a external static library .a

て烟熏妆下的殇ゞ 提交于 2019-12-10 11:38:38
问题 -- Question solved -- This question is solved. Thanks for all the help! The problem and the reason is briefly stated as following for other readers in the future: [Environment] Ubuntu 14.04, Bazel, C++ [Question] I want to include an external library. So I download the source file and make it as as a static lib .a. I correctly set the BUILD, WORKSPACE and related files. However, when compile, it alerts the error: Linking of rule '//main' failed (Exit 1) main: error: undefined reference to

Boost.Log failing to link with static libraries because of missing code_convert

不想你离开。 提交于 2019-12-10 11:38:11
问题 I'm trying to link Boost.Log statically into my program. Boost.Log has successfully compiled with other modules using bjam. However, when I try to link with my program I'm getting an error: g++ -g -O2 -pthread -o sonar sonar-main.o sonar-config.o sonar-util.o sonar-logger.o /home/mike/dev/cpp/boost_1_60_0/stage/lib/libboost_system.a /home/mike/dev/cpp/boost_1_60_0/stage/lib/libboost_timer.a /home/mike/dev/cpp/boost_1_60_0/stage/lib/libboost_iostreams.a /home/mike/dev/cpp/boost_1_60_0/stage

Static Library Performance - Possible to inline calls?

点点圈 提交于 2019-12-10 11:28:44
问题 I've been trying to make an attempt to make a Game Engine, and I started out by making the Mathmatical foundation ( Vector, Matrix and Point classes. ) I would like to make a static library file (.lib) which I can then use in the rest of my Game Engine where it's needed. What I was wondering is the following. Since most functions in the library need to be as fast as possible. I'd like to see the functions for example a Vector class being inlined. Can the compiler automatically do this? Or is