SFML 'make install' SFML_OPENGL_ES missing include file - cmake

I was trying to install SFML on my mac (running Yosemite) using CMake GUI. The issue is when I try to do sudo make install.
Here is the output in terminal.
As you can see I get a fatal error: 'EGL/egl.h' file not found
Here are the cmake options that I have enabled (using cmake GUI)
Also the source code directory is the root of this directory (i did git clone).
Edit
Found out that the issue is the SFML_OPENGL_ES option. How would I fix this?

If you just want to install SFML to your Mac just uncheck the SFML_OPENGL_ES in cmake. OPENGL_ES is required if you want to build apps for iOS and Android, but not for Mac OS X.

Related

Making the CMAKE path available to another software

I am trying to install a software package called kinsol, a non-linear equation solver, through ccmake as instructed in its documentation. The package requires a cmake version 3.12 or higher. So, I installed 3.17.3. Now, the problem is that my kinsol installation process is not able to locate ccmake and hence gives the message "ccmake ../kinsol-6.2.0
The program 'ccmake' is currently not installed. You can install it by typing:
sudo apt install cmake-curses-gui". But using the aforementioned command installs the version 3.5, which again fails in the task due to the version requirement of kinsol. I had come across a similar question in this forum and so I followed the workarounds suggested there as in putting the installation path of cmake in the .bashrc file still without any success. Does anyone know how to make the path of cmake known to the software?
Thanks,
DP

Configure pdf-tools in Emacs running on MacOS

I am unable to successfully utilize the pdf-tools package.
Environment:
macOS Monterey 12.0.1
Emacs 27.2
To the best of my understanding, I have followed the installation instructions as outline on https://github.com/politza/pdf-tools:
I've installed and confirmed that the installations of poppler and automake are up-to-date
Though it doesn't seem to be required for the MacOS install, I've installed and confirmed that the installations of gcc and glib are up-to-date.
I've set the PKG_CONFIG_PATH in the init.el file using setenv and confirmed its settings using getenv
(setenv "PKG_CONFIG_PATH" "/usr/local/Cellar/zlib/1.2.8/lib/pkgconfig:/usr/local/lib/pkgconfig:/opt/X11/lib/pkgconfig")
When I try to execute pdf-tools-install and select y in response to the question "Need to (re)build the epdfinfo program, do it now?" I get a compilation error which reads:
mode: compilation; default-directory: "~/.emacs.d/elpa/pdf-tools-20211110.513/build/server/"
Comint started at Thu Dec 2 09:17:05
/Users/username/.emacs.d/elpa/pdf-tools-20211110.513/build/server/autobuild -i /Users/username/.emacs.d/elpa/pdf-tools-20211110.513/
Failed to recognize this system, trying to continue.
Configuring and compiling
No such program: autoreconf
Comint exited abnormally with code 1 at Thu Dec 2 09:17:05
I have confirmed that the referenced directory exits and that autoreconf is installed and up-to-date.
For a long while, I had a working pdf-tools setup on my Mac (thank you Andreas Politz and all the other contributors for such a fabulous tool). Suddenly, I don´t really know how or why, it stopped working. I also deleted my homebrew HEAD version of pdf-tools, which made things worse, because I have never again managed to install pdf-tools from Homebrew.
I tried many tweaks, until, finally, I believe the trick that really got things running again was setting the PKG_CONFIG_PATH to everything that mattered inside the init.el file (and downloading XQuartz to get a X11 environment, with the only purpose of having renderproto in the system; it may have been available in an easier way, but it was only like this that I managed to do it).
Here are all the key steps involved in getting pdf-tools back to work in my MacOS Monterey 12.5 running Emacs 28.1 :-)
Download and install XQuartz to get X11 in your Mac (this might be unnecessary, but it helped me).
In case you haven't already, install other dependencies through homebrew:
brew install poppler automake pkg-config
Through M-x list-packages, install pdf-tools.
In your init.el file, set the PKG_CONFIG_PATH using setenv:
(setenv "PKG_CONFIG_PATH" "/usr/local/Cellar/zlib/1.2.12/lib/pkgconfig:/usr/local/lib/pkgconfig:/usr/X11/lib/pkgconfig:/usr/local/Cellar/poppler/22.06.0_1/lib/pkgconfig:/opt/x11/share/pkgconfig")
Of course, you will have to use your own version numbers and update them every time you upgrade zlib and poppler. (zlib now ships with mac OS. If like me you're on mac OS 12.6 or later--and most probably even earlier--you can use /usr/local/opt/zlib/lib/pkgconfig:, which won't have to be updated manually).
Personally, I did all this through the use-package configuration macro that helps organize the init.el file:
(use-package pdf-tools
:ensure t
:config
(setenv "PKG_CONFIG_PATH" "/usr/local/Cellar/zlib/1.2.12/lib/pkgconfig:/usr/local/lib/pkgconfig:/usr/X11/lib/pkgconfig:/usr/local/Cellar/poppler/22.06.0_1/lib/pkgconfig:/opt/x11/share/pkgconfig")
(pdf-tools-install)
(custom-set-variables
'(pdf-tools-handle-upgrades t)))
Close Emacs and and re open it in the Terminal and, type y when prompted to "(re)build the epdfinfo program". (For some reason, rebuilding the epdfinfo program seems to work better in the Terminal than in the GUI version of Emacs).
That's all it should take to get pdf-tools to work. It did for me, anyway.
try installing the package 'autoconf' the same way you installed 'automake'.

QtCreator fails on MacOS SDK 11.1

I have Qt5 from brew in:
/usr/local/Cellar/qt5/5.15.2/bin/
I use QtCreator 4.12.82.
I have MacOS Big Sur 11.1 with XCode installed in
ls /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk.
When I create a new standard project in QtCreator I get the following error:
10:35:16: Running steps for project test2...
10:35:16: Starting: "/usr/local/Cellar/qt/5.15.2/bin/qmake" /Users/joefresna/VideoImageEdit/test2/test2.pro -spec macx-g++ CONFIG+=x86_64 CONFIG+=qtquickcompiler
Project WARNING: Qt has only been tested with version 10.15 of the platform SDK, you're using 11.0.
Project WARNING: This is an unsupported configuration. You may experience build issues, and by using
Project WARNING: the 11.0 SDK you are opting in to new features that Qt has not been prepared for.
Project WARNING: Please downgrade the SDK you use to build your app to version 10.15, or configure
Project WARNING: with CONFIG+=sdk_no_version_check when running qmake to silence this warning.
10:35:17: The process "/usr/local/Cellar/qt/5.15.2/bin/qmake" exited normally.
10:35:17: Starting: "/usr/bin/make" -f /Users/joefresna/VideoImageEdit/build-test2/Makefile qmake_all
/usr/local/Cellar/qt/5.15.2/mkspecs/features/mac/sdk.mk:22: *** ^. Stop.
The platform SDK has been changed from version 11.0 to version 11.1.
This requires a fresh build. Please wipe the build directory completely,
including any .qmake.stash and .qmake.cache files generated by qmake.
10:35:20: The process "/usr/bin/make" exited with code 2.
Error while building/deploying project test2 (kit: Qt 5.15)
When executing step "qmake"
10:35:20: Elapsed time: 00:04.```
(Note that even if I delete the build directory I still get the warning about wiping the directory)
The QtCreator Kit points to the qt installed via brew (indicated above).
I tried to change the compilers in QtCreator > Projects > Manage Kits > Kits > Compiler
and I tried both GCC and Clang from /usr/bin and from XCode, without success.
When I type xcodebuild -showsdks, I get:
iOS SDKs:
iOS 14.4 -sdk iphoneos14.4
iOS Simulator SDKs:
Simulator - iOS 14.4 -sdk iphonesimulator14.4
macOS SDKs:
DriverKit 20.2 -sdk driverkit.macosx20.2
macOS 11.1 -sdk macosx11.1
tvOS SDKs:
tvOS 14.3 -sdk appletvos14.3
tvOS Simulator SDKs:
Simulator - tvOS 14.3 -sdk appletvsimulator14.3
watchOS SDKs:
watchOS 7.2 -sdk watchos7.2
watchOS Simulator SDKs:
Simulator - watchOS 7.2 -sdk watchsimulator7.2
Do you know how to solve this problem?
I have found a solution!
It is enough to search and delete all occurrences of .qmake.stash. I failed to find them because they can also be outside the build folder!
Once the .qmake.stash files have been deleted, the program compiled and run successfully.
Install older Mac OS X SDK in newer Xcode
Updated, confirmed using XCode 12.4
https://github.com/phracker/MacOSX-SDKs hosts the direct SDK folders already extracted.
Find the version of XCode containing the desired SDK here:
https://developer.apple.com/support/xcode/
Download the XCode version containing the desired SDK here:
https://developer.apple.com/download/more/
or here:
https://developer.apple.com/downloads/index.action
Download the older XCode.
After downloading mount the DMG file (or unpack the .xip file) and navigate to XCode.app
Open the application by clicking Show Package Content
Navigate to /Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
Copy the MacOSX.sdk folder to a temporary location. Rename MacOSX.sdk to the same name as the link in step 4 (e.g. MacOSX10.15.sdk)
Navigate to /Applications/XCode.app and click Show Package Content
Navigate to /Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
Paste the copied and renamed folder (MacOSX10.15.sdk).
Restart XCode
Then, the new SDK appears in the combo box in XCode: Preferences, Locations, Command Line Tools. Choose the one you want to use.
Then, for all projects, open the shadow build directories and delete files named “.qmake.stash”, or in general “.qmake.*”. (Command-Shift-Period toggles showing hidden files.)
This command will get rid of all instances, but will generate warning messages because many directories are not accessible:
find / -name '.qmake.*' -delete
If you want to limit the search, use a starting path:
find /my/starting/path/ -name '.qmake.*' -delete
Rebuild projects in QtCreator.
The technique above will presumably work for the SDKs of the other platforms (e.g. /Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs), but I haven't tried other platforms yet.
--
Thanks to https://github.com/robvanoostenrijk, who provided the key to this, and to others.
Dan is right. I find stash file in /User/Myname.By the way, .qmake.stash is hidden file, you need use "command + shitf + . " to show all file in the directory.

SCIP Python Installation Issue Windows with pip

Hello community / developers,
I am currently trying to install SCIP with python and found that there is Windows Support and a pip installer based on https://github.com/SCIP-Interfaces/PySCIPOpt/blob/master/INSTALL.md.
Nevertheless I run into a problem "Cannot open include file"
Below is a list of the things I performed to get to this step.
Download Python Anaconda 2.7 64 bit
Install with all checkboxes as they are
Download PyCharm Community edition
Click 64 bit desktop link, and associate with .py checkboxes
Open CMD > write: easy_install -U pip
Download Visual C++ Compiler for Python 2.7
Setup folder structure and downloaded header files
CMD > pip install pyscipopt leads to error:
C:\Users\UserName\Downloads\SCIPOPTDIR\include\scip/def.h(32) : fatal error C1083: Cannot open include file: 'stdint.h': No such file or directory
error: command 'C:\Users\UserName\AppData\Local\Programs\Common\Microsoft\Visual C++ for Python\9.0\VC\Bin\cl.exe' failed with exit status 2
My environment variables and folder directory can be found here:
http://imgur.com/a/mJRva
Help is very much appreciated,
Kind regards
The error message says your missing "stdint.h". This is because you don't have a recent Visual Studio version. You probably use the one that came with your Python installation. Try installing the latest Visual Studio to fix this issue.
You might want to look at this question:
Why Microsoft Visual Studio cannot find <stdint.h>?
PySCIPOpt needs a C/C++ linker to build the Python module - although it's already precompiled on PyPI.
Alright, I figured it out. I needed to
(1) Install Python 3.6 instead of Python 2.7 (both Anaconda)
(2) Afterwards pip installation worked
(3) I moved the library files in the lib folder
(4) Now I can execute the examples.
Interestingly, I get an unresolved reference error although the code works fine (I assume this is a bug of Pycharm/scipy?) Link to picture: https://www.dropbox.com/s/d8pf6dkwuz9cwto/scip_python.png?dl=0

dyld: Library not loaded: #rpath/libxcrun.dylib referenced from xcrun

I'm relatively new to mac and now trying to setup a dev. environment for Cordova based iOS app. I'm using Yosemite 10.10.3
I've installed xcode 6.3.1 and the commandlinetools for 6.3.1, under /Applications/Xcode.app/Contents/Developer/ I can see usr/bin and usr/lib, also xcode-select -p is pointing to this path, so I think the command line tool is fine.
However, when I run xcodebuild I got command not found. I've manually added the path above into the PATH environment variable to make xcodebuild visible, but not sure why this is needed, I thought the installation should have taken care of this.
Then when xcrun was executed in certain script ( npm install -g ios-deploy ), I got the following error:
dyld: Library not loaded: #rpath/libxcrun.dylib referenced from /usr/bin/xcrun, reason: image not found.
I see xcrun is available in /usr/bin as well as in the usr/bin under command line tool installation path. But the libxcrun.dylib is only available in the installation path.
I manually copied this dynamic library to /usr/lib and xcrun worked.
Though it seemed working but I got suspicious, such manual actions shouldn't be the normal post-installation procedure, should they?
Is there something I forgot to do after the command line installation? What if there's more such little files I need to copy/move around? Can I simply specify the installation path somewhere?
BTW, I added the install path/usr/lib into PATH, but didn't work with xcrun, had to copy the .dylib.
There's other mac which the Xcode and CLT were upgraded from previous version, and there no such issue.
Well, after some try-out I've got ios-deploy installed by npm. I'm not sure if what I did is preferred resolution, to me it's more like a workaround.
First of all, as far as I see, if it was upgraded from previous version of CLT or Xcode, such issue doesn't exist, though all the executable behaviour are the same.
e.g. /usr/bin/xcrun will be used, and /usr/lib doesn't have libxcrun.dylib, while #executable_path=../lib, meaning xcrun is looking for library in the ../lib location.
Normally the library not loaded error is expected, but somehow with the upgraded case some hidden setting told xcrun to search for library in the correct path.
I've tried DYLD_LIBRARY_PATH, worked with gcc and xcrun but didn't work with npm install. I can only fix the error by copying the lib file to /usr/lib at the moment.
Well, I'm still getting "cannot infer developer directory from our own path (/usr/bin/xcrun)" warning, even though I've set DEVELOPER_DIR to the correct one, and xcode-select -p shows the same.
But this warning seems not doing harm to npm install -g ios-deploy ...... therefore I can live with it for now.
So the mystery persisted. I still don't know why /usr/bin/xcrun has to be used instead of CLT/usr/bin/xcrun, I still don't know how in the upgraded case /usr/bin/xcrun managed to locate the correct lib file and didn't throw any warning. What's the difference between the new installation and upgrade?
This answer is just providing a workaround to continue without recreating everything on the machine.
Additional information:
As shown in comments, afterwards I found ios-sim is not working, always crash with exception, thus I had to reinstall OS and started over. The issue disappeared. Now the only difference I can remember, is I installed mac ports in between of OS and xcode during last time.
My recommendation would be, install Xcode right after the OS to avoid unexpected system changes.