In VB2008Express, how do I use reuseable code files as in VB6 - vb.net

In VB6 I had (example) the following directories:
CommonCode
Parser
OrbitalDynamics
DnD
RelativisticBang
The first is standard inclusions I use (constants.vb, science.vb, constAstro.vb, DnD.vb...) while the others are projects who all use one or more of the common code files.
If I loaded OrbitalDynamics and, while in it, added a new constant in constants.vb then the next time I loaded the others, they also had the new constant immediately available.
I've rebuilt the common code files for VB2008Exp. I'm now trying to rebuild some of the projects. The problem is that I've not found a way to bring in the common code files. Every time I've tried it's copied them into the project rather than referenced them. Copying is, obviously, useless for the idea of common code.
Hopefully someone out there knows what I've missed, or knows some other method of using common code files in VB2008Exp. I can do this sort of thing in CPP, in C (both in Linux), and in VB6, but so far VB2008Exp has been very intractable.

Related

VS2015 coding on a program, while also updating one of its dll's updates are not seen

I usually did not create .dll files but used class files inside my C# projects. However overtime I kept repeating using the same blocks of code often over and over. So I just wrote those functions into a dll, so far fine.
But with each new project, my collection of regular used methods gets a few updates too. I currently have 2 instances of VS2015 open, so I can work on a my new program, and also update the dll.
However the updates are not always updated, i notice.
So far I simply removed reference, and re-added it to get it updated.
This is not really handy to get intelicense and compiling to work
Maybe there is some future that i don't know of, on how to sync my prj and dll ?. Or a way to have them both open inside one visual studio (opening 2 solutions?)

How to add .c and .h files to Atmel Studio 6?

I know there are a lot of questions on this topic, and I've looked through a fair number of them. However I am still having problems.
I started writing a test program for a prototype PCB, and now that it's grown to nearly 1000 lines I'm trying to break it up into libraries that I can use for particular functions.
I thought this would be very simple. Make .c and .h files for each library that I need. I.e. I would have OLED.h and OLED.c for functions that control an OLED display. Copy the appropriate functions/definitions into each file. Then copy these files into the solution in Atmel Studio. I put them into the src folder under the project name.
However, this doesn't work! I get an exceedingly long list of errors. All of the things that are defined in the .h file are apparently undefined as far as the compiler is concerned. I also get many error messages of the type "unknown type name int16_t/uint16_t/uint8_t/etc..." That part is really baffling to me. Why should it matter that functions are in an external library, now the compiler doesn't understand what those data types mean?
So, this is probably a stupid problem to have. I don't want Atmel Studio to control my libraries by wrapping them up in some "library project" or somethig, I want to put them in a folder of my choosing and add them when I need them. I've searched for answers to this problem and I find long tutorials about changing the compiler settings for the project, the linker settings, etc... I tried this tutorial and still no dice: http://www.engblaze.com/tutorial-using-avr-studio-5-with-arduino-projects/#setup
I also can't find a way to add something by right clicking the project and clicking "Add." It wants me to find .a files. The "Add Library" dialog box in Atmel Studio is awful, it seems.
Surely it can't be that convoluted to just add a library to an existing project and have it function normally?! I've used PICs in the past and coming to Atmel I've found horrible documentation and a weird super-slick super-fly whizz bang interface that can't leave well enough alone and obfuscates simple function. What can I do to add these libraries?
UPDATE: Seemed to answer my own question. Turns out I needed to include all of the libraries to recognize data types and whatnot into the .c file. I somehow assumed this only had to be done in the main file but obviously I was mistaken. Adding asf.h seems to work well as it includes all of the MCU specific port definitions/names and all of that. All good for now!
Adding library files to a solution should be simple. Go to the Solution Explorer, right-click on your solution, and go to "Add->Existing Item". If you want to add a pre-existing library and keep it in a separate folder from your solution, click the arrow next to "Add" and choose "Add as link". That saves many headaches due to having a duplicate copy of your library in your solution folder, and files not staying up-to-date.
You are right in saying that you need to include the necessary header files in the .c files where they are used.
The compiler compiles each C file separately, and then links them together at the end, so you got the error unknown typename int_* because the compiler had not seen the relevant header in the context of compiling that C file.
You also seem to be in some confusion as to the difference between definition and declaration.
A function is:
Declared in the header file. This means there is a function prototype, e.g. int some_func(char some_var); which tells the compiler that the function exists, but does not tell it what it is. This is necessary because the compiler only looks at one C file at a time, so needs to be told that other functions exist.
Defined in the C file.This is the actual function body, i.e. int some_func(char some_var) { do_stuff(some_var); }. After compilation of each individual C file in isolation, the linker is called to put all the pieces together and give you your final binary, which you flash to the device.
A function can be (and must be) defined only once, but may be declared many times - even in the same file, so long as the declarations are not conflicting.

CMake: Best method for "subprojecting" files

I'm learning/vetting CMake at the moment as I'm thinking of migrating our code to it. One thing we do a lot of with our current make system is to "subproject" common code files. For example, we have a lot of shared, generic headers (plus some c/cpp files) which get included in every project we create. I want to replicate this in CMake but I don't see an easy way of doing it. To be precise, I want to do something like:
Parent CMakeLists.txt
add_subdirectory(shared_folder shared_build_folder)
#Next line should somehow add in the files reference in the shared_folder
add_executable([specific files for this project] build_folder)
Child CMakeLists.txt (shared_folder)
#Somehow have a list of files here that get added to the parent project
So far I've found various "ways" of doing this, but all seem a little hacky. I'm coming to the conclusion that this is in fact the way I have to do things and CMake isn't really geared towards this style of development. For clarity, most of my solutions involve doing something like creating a variable at the parent level which consists of a list of files. This variable (via some shenanigans) can get "passed" to/from any children, filled in and then when I call add_exectuable I use that variable to add the files.
All my solutions involve quite a few macros/functions and seemingly quite a bit of overhead. Is this something other people have tried? Any clues on the best approach for doing this?
Thanks
Andrew
We were facing the exact same problem and after some time of crying we accepted the CMake-way and it resulted in a better structured project even if it meant to change some parts of our structure.
When using sub-directories the targets are automatically exported throughout the whole project (even in subsequent other add_subdirectory-calls) once the add_subdirectory-statement was processed: sub-projects which contain common code are creating libraries.
There is also the PARENT_SCOPE which you can use to export variables to parent CMakeLists.txt
For "other" things we simulated the FindPackage-mechanism by including .cmake-files into the main CMakeLists.txt with include. In doing so we can provide variables easily, change the include_directories and do other fancy things global to the project.
As there are no dependencies between cmake-variables, we don't use cmake to configure the source (features of the project), but only the build (compiler, includes, libraries...). This split was the key element of our build-system-refactoring.

Is it worth it to create static libraries for iOS?

There is code that I want to include in most of my projects. Things like AFNetworking, categories for CoreData and unit testing, etc.
It seems logical to include all of these in a static library, and then use it in each project. I've noticed though, that many third-party libraries (like AFNetworking, and it's predecessor ASIHTTP) are included in projects by copying over all of their source files and then manually linking the necessary libraries to the project target.
This seems to me like the easiest way. It took a fair amount of time to figure out how to include an existing static library into a project. Even after I knew how, it still seems like a pain to do it for every new project. Also, the header search paths that you specify are to a local directory with the static library's files. Wouldn't it be easier, and is there a way, to copy the static library's files into the project? This is the same idea as including the class files directly like most libraries seem to do already, but it would be more organized because everything would be lumped into one library project, instead of having class files everywhere and having to include every one of them.
Static libraries feel like they should be the right way to go. Make a library that can be used with all projects that includes classes that every project will need. Makes sense. I am just conflicted because it seems like the right way to go is to leave everything out of a 'formal' library, and just copy over all of the class files instead.
I guess I am just looking for what experienced developers find to be the best option.
I would be among the first to admit that the process of referencing a static library in Xcode is not entirely intuitive. However, using a static library is the best option, without a doubt.
The main reason is maintainability: when you copy source code of a library to many places, you must remember to update all of them to the latest code when you upgrade to the next version of the library. This may be a rather error-prone process, especially when the underlying library source changes significantly (e.g. new files are added, old files are renamed, etc.)
There's a halfway solution - make an XCode project that builds your static library from source and put that into a shared repository (ie.. git submodule etc) which is included from each project's main repository.
Each of your projects would include this submodule and project. Then they get the latest source code each time they pull that submodule. If you set this up as a build dependency it will build a static library the first time you build and then XCode is smart enough just to include it each subsequent build so you get the benefit of fast build times.
You also get the advantage of having the source right there for stepping though / debugging.
If it's in a separate XCode project and a new version of a library adds or removes a source file you would only need to change that shared project - all your individual projects wouldn't change at all.
What about using CocoaPods? This tool does exactly what you want in a declarative way: you have a file (Podfile) where you declare your dependencies, and the tool downloads all the dependencies and builds a static library that gets added to your project.
I would agree that static libraries feel like they might be the correct way to go for a number of reasons, but can also introduce some issues.
The positives would be creating an easy way to add a library to a project. Although not completely intuitive, it is rather trivial to add a static library to a project after one does it a few times. Add the files, add the search path, done. This could also be useful in certain source control situations. Also, updating a library may be easier.
I think the real problem here is for the open source community. By including, say AFNetworking, for example, as a static library, you lose all access to the implementation files. This is a great feature of including source rather than a library. It lets you change code to how you see fit, and hopefully give back.

Process for reducing the size of an executable

I'm producing a hex file to run on an ARM processor which I want to keep below 32K. It's currently a lot larger than that and I wondered if someone might have some advice on what's the best approach to slim it down?
Here's what I've done so far
So I've run 'size' on it to determine how big the hex file is.
Then 'size' again to see how big each of the object files are that link to create the hex files. It seems the majority of the size comes from external libraries.
Then I used 'readelf' to see which functions take up the most memory.
I searched through the code to see if I could eliminate calls to those functions.
Here's where I get stuck, there's some functions which I don't call directly (e.g. _vfprintf) and I can't find what calls it so I can remove the call (as I think I don't need it).
So what are the next steps?
Response to answers:
As I can see there are functions being called which take up a lot of memory. I cannot however find what is calling it.
I want to omit those functions (if possible) but I can't find what's calling them! Could be called from any number of library functions I guess.
The linker is working as desired, I think, it only includes the relevant library files. How do you know if only the relevant functions are being included? Can you set a flag or something for that?
I'm using GCC
General list:
Make sure that you have the compiler and linker debug options disabled
Compile and link with all size options turned on (-Os in gcc)
Run strip on the executable
Generate a map file and check your function sizes. You can either get your linker to generate your map file (-M when using ld), or you can use objdump on the final executable (note that this will only work on an unstripped executable!) This won't actually fix the problem, but it will let you know of the worst offenders.
Use nm to investigate the symbols that are called from each of your object files. This should help in finding who's calling functions that you don't want called.
In the original question was a sub-question about including only relevant functions. gcc will include all functions within every object file that is used. To put that another way, if you have an object file that contains 10 functions, all 10 functions are included in your executable even if one 1 is actually called.
The standard libraries (eg. libc) will split functions into many separate object files, which are then archived. The executable is then linked against the archive.
By splitting into many object files the linker is able to include only the functions that are actually called. (this assumes that you're statically linking)
There is no reason why you can't do the same trick. Of course, you could argue that if the functions aren't called the you can probably remove them yourself.
If you're statically linking against other libraries you can run the tools listed above over them too to make sure that they're following similar rules.
Another optimization that might save you work is -ffunction-sections, -Wl,--gc-sections, assuming you're using GCC. A good toolchain will not need to be told that, though.
Explanation: GNU ld links sections, and GCC emits one section per translation unit unless you tell it otherwise. But in C++, the nodes in the dependecy graph are objects and functions.
On deeply embedded projects I always try to avoid using any standard library functions. Even simple functions like "strtol()" blow up the binary size. If possible just simply avoid those calls.
In most deeply embedded projects you don't need a versatile "printf()" or dynamic memory allocation (many controllers have 32kb or less RAM).
Instead of just using "printf()" I use a very simple custom "printf()", this function can only print numbers in hexadecimal or decimal format not more. Most data structures are preallocated at compile time.
Andrew EdgeCombe has a great list, but if you really want to scrape every last byte, sstrip is a good tool that is missing from the list and and can shave off a few more kB.
For example, when run on strip itself, it can shave off ~2kB.
From an old README (see the comments at the top of this indirect source file):
sstrip is a small utility that removes the contents at the end of an
ELF file that are not part of the program's memory image.
Most ELF executables are built with both a program header table and a
section header table. However, only the former is required in order
for the OS to load, link and execute a program. sstrip attempts to
extract the ELF header, the program header table, and its contents,
leaving everything else in the bit bucket. It can only remove parts of
the file that occur at the end, after the parts to be saved. However,
this almost always includes the section header table, and occasionally
a few random sections that are not used when running a program.
Note that due to some of the information that it removes, a sstrip'd executable is rumoured to have issues with some tools. This is discussed more in the comments of the source.
Also... for an entertaining/crazy read on how to make the smallest possible executable, this article is worth a read.
Just to double-check and document for future reference, but do you use Thumb instructions? They're 16 bit versions of the normal instructions. Sometimes you might need 2 16 bit instructions, so it won't save 50% in code space.
A decent linker should take just the functions needed. However, you might need compiler & linke settings to package functions for individual linking.
Ok so in the end I just reduced the project to it's simplest form, then slowly added files one by one until the function that I wanted to remove appeared in the 'readelf' file. Then when I had the file I commented everything out and slowly add things back in until the function popped up again. So in the end I found out what called it and removed all those calls...Now it works as desired...sweet!
Must be a better way to do it though.
To answer this specific need:
•I want to omit those functions (if possible) but I can't find what's
calling them!! Could be called from any number of library functions I
guess.
If you want to analyze your code base to see who calls what, by whom a given function is being called and things like that, there is a great tool out there called "Understand C" provided by SciTools.
https://scitools.com/
I have used it very often in the past to perform static code analysis. It can really help to determine library dependency tree. It allows to easily browse up and down the calling tree among other things.
They provide a limited time evaluation, then you must purchase a license.
You could look at something like executable compression.