How to use SCIPoptSuite with UG(FiberSCIP)? - scip

I an using SCIPoptSuite in my code to solve a MINLP problem, and I would like to test if parallelization inproves the performance or not.
However the UG Framework is not built in the SCIPoptSuite installer version, so I wonder if I can compile UG separately and link it with SCIPoptSuite?
Or must I compile SCIPoptSuite from source code, where I can link UG directly? (But that means i need to install IpOpt and link it as well, since I need IpOpt too and it is included in the installer version).

For now the UG framework is not distributed in the precompiled packages, but hopefully it will soon be.
In principle you just need to set a symlink in the UG repository pointing to the SCIP library. But I am afraid in your case you will have to compile SCIP again, with the PARASCIP flag set to true. Then you can compile UG as described in its README.

Related

How can out-of-tree sources be included in a Meson project?

Some background: I am using Meson for an embedded C project. I have it working (example), but it isn't very clean.
The specific problem I would like to solve is including an out-of-tree Board Support Package (BSP) - a tree of headers and C files that act as initialization and abstraction code for a particular platform.
Previously I have been copying headers out of a vendor-provided BSP into my project on an as-needed basis, which does work, but there are disadvantages to doing this, the most important being the lack of reproducibility. Additionally, it causes duplication of code and makes it difficult to track where a particular bug came from if the bug is in the BSP.
The ways I have tried are:
Use an option in meson_options.txt to tell Meson where the BSP is on disk via meson configure. The issue with this method is that Meson throws an error during setup because options cannot be set until after setup is complete, and so it cannot find the requisite directories and refuses to continue.
Use a subproject and repeat the above - this causes the same issue.
I would ideally like the end-user to be able to set the BSP path with meson configure, instead of having to ever edit the build description (the whole point of Meson is to be user friendly!).
Is this possible? If it is not possible, why, and are there alternatives/common practice ways of doing this that I should know about?
In your question, you state that
options cannot be set until after setup is complete
That is not true. You can pass any option you want during the meson setup, using the following syntax:
$ meson <build dir> -D<option>=<value>
So I think the first way you tried to implement your option was correct, you just need to tell the user to set it directly during setup.

How to tell CPack to use the FreeBSD generator?

I have found several interesting links talking about a CPack generator for FreeBSD.
I would like to generate FreeBSD packages; however, whenever I attempt to generate TXZ archives (as directed by the instructions), the generated package isn't compatible with the pkg utility on FreeBSD. They miss the manifest file.
Obviously, CPack is generating raw archives, not pkg-ready archives. I assume I must be missing a step.
However, none of the links above talk about any such step.
Therefore,
How can I tell CPack to generate a FreeBSD-ready package?
(Original author of that code here)
So, there's two things in play here:
you need to be on FreeBSD (so that you have libpkg, which is needed to do the building)
you need to build the devel/cmake package with OPTIONS CPACK (which is not the default)
So:
cd /usr/ports/devel/cmake
make configure and select CPACK
make && make install
Then #Tsyvarev's comment will be the right answer. For the record, the support was deemed experimental, the library API unstable, and the pkg authors have asked me to re-vamp the code to use the current libpkg API so they can drop the old one. Time, though, is the limiting factor.

Force CMake to install targets to architecture-specific directories?

I'm currently having this issue with the Google Protobuf Library, but it is a recurring problem and will likely occur with many if not all 3rd-party packages that I want to build and install from source.
I'm developing for Windows, and we need to be able to generate both 32-bit and 64-bit versions of our DLLs. It was relatively straightforward to get CMake to install our own modules to architecture-specific subdirectories, e.g. D:\libraries\bin\i686 and d:\libraries\lib\i686 (and sim. for bin). But I'm having trouble achieving the same thing with 3rd-party libraries such as Protobuf.
I could, of course, use distinct CMAKE_INSTALL_PREFIX and CMAKE_PREFIX_PATH combinations (e.g. D:\libraries-i686 and D:\libraries-x86_64, and will probably end up doing just that, but it bothers me that there doesn't seem to be a better alternative. The docs for find_package() clearly show that the search procedure does attempt architecture-specific search paths, so why do the CMake files of popular libraries not generally seem to support installing to architecture-specific subdirectories?
Or could it be that it is just a matter of setting the right CMAKE_XXX variable?
Thanks to #arrowd for pointing me in the right direction, I now have my answer, though it is not exactly what I had hoped for.
CMAKE_LIBRARY_OUTPUT_DIRECTORY and CMAKE_RUNTIME_OUTPUT_DIRECTORY, however, specify the build output directories, not the install directories. As it turns out though, there are variables for the install directories too, called CMAKE_INSTALL_BINDIR and CMAKE_INSTALL_LIBDIR - they are actually plainly visible (along with plenty more) in the cmake-gui interface when "Advanced" is checked.
I tried setting those two manually (to bin\i686 and lib\i686), and it works: the Protobuf INSTALL target copies the files where I wanted to have them, i.e. where the CMake script of my consumer project will find them in an architecture-safe manner.
I'm not sure how I feel about this - I would have preferred something like a CMAKE_INSTALL_ARCHITECTURE or CMAKE_ARCHITECTURE_SUBDIR variable that CMake would automatically append to relevant install paths. The solution above requires overriding defaults that I would prefer to leave untouched.
Under the circumstances, my fallback approach might still be the better option. That approach however requires that the choice of architecture be made very early on, typically when running the script that initializes the CMake-specific environment variables that will be passed to cmake when configuring build directories. And it's worse when using cmake-gui, which requires the user to set all directories manually.
In the end, I'm still undecided.

Where does bazel look for OSX SDKs (and what to do if it's not finding them)?

I have an objc_library rule that tells me that it can't find any SDK framework header (this problem is not specific to IOKit, I can't find any frameworks at all).
#import <IOKit/IOKitLib.h>
fatal error: 'IOKit/IOKitLib.h' file not found
I already have "IOKit" in my sdk_frameworks. If I take a peek in /System/Library/Frameworks/IOKit.framework, I find that there is no directory Headers which would contain this file. Perhaps no surprise if that's where Bazel is looking.
If I look a little harder, I find more results for the SDK.
$ find /Applications/Xcode.app/ -name IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Platforms/WatchSimulator.platform/Developer/SDKs/WatchSimulator.sdk/System/Library/Frameworks/IOKit.framework
/Applications/Xcode.app//Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift-migrator/sdk/MacOSX.sdk/System/Library/Frameworks/IOKit.framework
I would think that this is the one I want, since I'm developing for MacOSX.
/Applications/Xcode.app//Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk/System/Library/Frameworks/IOKit.framework
Can I tell Bazel to use that SDK? Should I have to? How can I figure out where Bazel is looking for these things? I'm pretty familiar with using Bazel, but I'm really not sure how to debug when the most basic of things is failing.
Here is the simplest example that fails.
BUILD:
objc_library(
name = "test",
srcs = ["test.cpp"],
copts = ["-ObjC++"],
sdk_frameworks = ["IOKit"],
)
// test.cpp
#import <IOKit/IOKitLib.h>
I posted this on bazel-discuss, but it isn't getting much traction. I'm using Bazel 0.5.2.
https://groups.google.com/forum/#!topic/bazel-discuss/HhAjKblwHwk
Resolved in the bazel-discuss thread, but I'll summarize here:
The issue you are finding here is most likely because IOKIt is a MacOS-only SDK, and you're building this library for iPhoneSimulator.
(I think the former is the case, anyway. It looks like there is indeed an IOKit.framework directory under iPhoneSimulator9.3.sdk, but it doesn't include headers -- I'm not sure what the point of that is)
Correctly building the library for MacOS is key here and should fix your issues. You can either do that by depending on this library via an apple_binary with platform_type="macos", or you can tailor command line flags to this end. I believe --apple_platform_type=macos --cpu=darwin_x86_64 should do the trick

MinGW-w64's ar.exe can't find libraries when trying to build a static library

I've now been trying to get MinGW-w64 to work on my system for several days, mainly because it has a more recent GCC version, but I either set things up wrong or there's some strange problem with MinGW-w64 itself.
I've now downloaded i686-w64-mingw32-gcc-4.7.2-release-win32_rubenvb, unpacked it to C:/Dev/mingw-ruben and added the path C:/Dev/mingw-ruben/bin to the $PATH environment variable.
What I'm trying to build is SFML 2 which comes with a CMake file. Running CMake will work just fine, the compiler gets recognized and passes all test. CMake also finds the ar.exe in the C:/Dev/mingw-ruben/binfolder. After generating the MinGW Makefile I switch to the windows command line and run mingw32-make install.
There's where the problem happens, I get the error:
mingw-ruben\bin\ar.exe: mingw-ruben/lib/libopengl32.a: No such file or directory
Or for the network library
mingw-ruben\bin\ar.exe: mingw-ruben/lib/libws2_32.a: No such file or directory
The error seems quite obvious and on check there really is no libopengl32.a or libws2_32.a in mingw-ruben/lib/, but the files is actually located in C:/Dev/mingw-ruben/i686-w64-mingw32/lib.
Now How can I tell ar/make/cmake to not only search in the mingw-ruben/lib directory but also in the mingw-ruben/i686-w64-mingw32/lib?
Would it be a good idea to copy all the content from the i686-w64-mingw32 subfolder to the mingw-ruben root folder?
As a side note: I can call mingw32-make install again and the procedure will continue but up on trying to link my application against SFML, I run into many unresolved symbol errors for the glXYZ functions from within SFML.
Further information: I'm on Windows 8 x64, but I think that doesn't really matter and yes I've tried MSYS but it doesn't resolve any of my issues.
Am I doing something wrong? Do I have to configure things specially?
January 2015 Edit
Now that SFML 2.2 has been released, this is no longer an issue and you have to link SFML's dependencies yourself when linking static.
January 2014 Edit
As of commit 165f2b1888 and f784fe4c07, which is included in the stable version SFML 2.1, MinGW-w64 compilers are supported.
However while discussing further with different parties it came to light, that the sfml_static_add_libraries marco a rather ugly hack was. In short it unpacked the static dependencies and included their obj files into the SFML library itself. This was most noticeable an issue, when trying to use your own version of GLEW, which failed since SFML was using its internal one already. The issue was brought to the forum and was pushed around for quite a bit, until Laurent finally gave in and went with the proper way of linking dependencies, which means you have to link them now on your own.
As of commit dbf01a775b, which is not included in the stable version of SFML 2.1, one has to link the SFML dependencies in the finally application, when linking statically against SFML.
Original
After some chat on the IRC we've figured it out.
It has nothing to do with MinGW but it's all SFML's fault. To reduce the dependencies list for SFML while linking statically the developer decided to manually extract the symbols from each library (opengl32, ws2_32, ...) which obviously isn't how one does things and violates some ODR rules. The actual error then occurs because the developer assumed that the library will be in the folder mingw/libbut with MinGW w64 it's located in a seperate directory mingw/version/lib and so ar.exe didn't find the library.
Solution
Removing the call to the sfml_static_add_libraries macro and then recompile. Afterwards you'll have to link all the dependencies for static linkages, like it should be.
I think it may be well a problem of the gcc distribution you downloaded.
A bit of light into the problem gives ruben's question here:
https://unix.stackexchange.com/questions/45277/executing-binary-file-file-not-found
that seems to me related to that (although it is about linux and not win)
I was having a similar problem (the name of the missing file was different) few months ago with gcc 4.7.0 linux->win crosscompiler. So until now I lived with the standard ubuntu mingw-w64 package and only yesterday I gave another try to i686-w64-mingw32-gcc-4.7.2-release-linux64_rubenvb.tar.xz and it works without issues in otherwise same environment where the previous version was failing with "..ar.exe: ... no such file". Sometimes I develop also in windows, then I use http://www.mingw.org/ that was for me much easier to setup in Win. It supports only 32bit target but for my project it is sufficient.