Building C Runtime along with program ANTLR - antlr

I want to write a program using antlr (target C language) and I want to ship the library (C runtime distribution) to the package so that it can use on other machine without installing antlr on that machine. I've downloaded the latest version of this runtime on this link http://www.antlr.org/download/C . Could anyone please tell me if I can do that? Cheers.

Yes, you can link it statically but how to do this depends on your platform. For Linux with gcc or llvm you can do:
g++ main.c -Wl,-Bstatic -lantlr3c -Wl,-Bdynamic -l<other dynamic libraries>
Anything after -Bstatic will be included in the executable.
Depending on your jurisdiction, the C target license requires that you include the license text with your program in some way.

I've not used the C target but have used the C# target. I assume they work in a similar way.
You will need to deploy the C runtime library with your program as the generated parser and lexer will use functions in this library.
You don't need to install Antlr itself eg AntlrWorks or any .jar files

Related

Use another compiler when install R packages with Rcpp and CMake

What I'm doing I'm developing an R interface/package for C++ codes with Rcpp and CMake. Because openmp and c++11 should be supported, so I have a preference on compilers.
Problem I know that I can always put Makevars under ~/.R (Unix) to change the compiler R uses when install packages. But as a developer, it is not recommended to do so.
It is recommended to use configure file to do that. However, I don't quite know how to achieve this, because I'm writing configure file by myself and calling cmake inside my configure. I don't know what to write in configure file to search for a specific compiler.
Hope the description is clear. Thank you.
I have attached my configure file content below.
```
set -x
set -e
which cmake
rm -rf _builds
# call cmake that will set compiler flags in src/Makevars
# and download dependencies
cmake -H. -B_builds
```
I've been using CMake for building R packages for quite a while, see https://github.com/rohan-shah/mpMap2 for an example.
I completely bypass the R build system though, so I don't use configure at all.
As I understand, you want to detect if the compiler supports openmp and C++11.
There are many existing packages using configure to detect openmp support. One example is ARTP2 (https://github.com/zhangh12/ARTP2/blob/master/configure.ac), which has been mentioned in the "Writing R extension" as an example. You can also use the configure script in xgboost by me (https://github.com/dmlc/xgboost/blob/master/R-package/configure.ac) as an example. We leave OPENMP_CXXFLAGS blank if the compiler doesn't support openmp.
For C++11 support, you can try AX_CXX_COMPILE_STDCXX_11. But this will require a new version of autoconf.
I think you can also try AC_PROG_CXX to select compilers, like icc.

Build and link µIP library with no OS

I'm relitavely new to embedded development and I have a question, or more of a feedback, on building and linking the µIP library on an embedded device. For what it's worth, the following is using a FOX G20 V board with an ATMEL AT91SAM9G20 processor with no OS.
I have done some research, and the way I see myself building and linking the library on the board is one of the following two options.
Option 1: The first option would be to compile the whole library (the .c files) in order to have a built static library in the form of a .a file. Then, I can link the created static library with my application code, before loading it on the device. Of course, the device driver will have to be programmed in order to allow the library to work on the platform (help was found here). This first option is using a Linux machine. For this first option as well, in order to load the static library linked with my application code, do I do so with an "scp"?
Option 2: The second option would be to compile and link the library to my application code directly without going through an intermediate static library. However, since my platorm does not contain an OS, I would need to install an appropraite GCC compiler in order to compile and link (if anyone has any leads for such an installation, that would be very helpful as well). However I'm quite unfamilier with the second option, but I've been told that it is easier to implement so if anyone as an idea on how to implement it, it would be very helpful.
I would appreciate some feedback along with the answers as to whether these options seem correct to you, and to be sure that I have not mentioned something that is false.
There is no real difference between these options. In any case, the host toolchain is responsible for creating a binary file that contains a fully linked executable with no external dependencies, so you need a cross compiler either way, and it is indeed easiest to just compile uIP along with the rest of the application.
The toolchain will typically have a cross compiler (if you use gcc, it should be named arm-eabi-gcc or arm-none-eabi-gcc), cross linker (arm-eabi-ld), cross archiver (arm-eabi-ar) etc. You would use these instead of the native tools. For Debian, you can find a cross compiler for ARM targets without an OS in testing/unstable.
Whether you build a static library
arm-eabi-gcc -c uip.c
arm-eabi-ar cru uip.a uip.o
arm-eabi-ranlib uip.a
arm-eabi-gcc -o executable application.c uip.a
or directly link
arm-eabi-gcc -c application.c
arm-eabi-gcc -c uip.c
arm-eabi-gcc -o executable application.o uip.o
or directly compile and link
arm-eabi-gcc -o executable application.c uip.c
makes no real difference.
If you use an integrated development environment, it is usually easiest to just add uip.c as a source file.

Building a cross-platform application (using Rust)

I started to learn Rust programming language and I use Linux. I'd like to build a cross-platform application using this language.
The question might not be related to Rust language in particular, but nonetheless, how do I do that? I'm interested in building a "Hello World" cross-platform application as well as for more complicated ones. I just need to get the idea.
So what do I do?
UPDATE:
What I want to do is the ability to run a program on 3 different platforms without changing the sources. Do I have to build a new binary file for each platform from the sources? Just like I could do in C
To run on multiple platforms you need to build an executable for each as #huon-dbauapp commented.
This is fairly straightforward with Rust. You use "--target=" with rustc to tell it what you want to build. The same flag works with Cargo.
For example, this builds for an ARM target:
cargo build --target=arm-unknown-linux-gnueabihf
See the Rust Flexible Target Specification for more about targets.
However, Rust doesn't ship with the std Crate compiled for ARM (as of June 2015). If this is the case for your target, you'll first need to compile the std Crates for the target yourself, which involves compiling the Rust compiler from source, and specifying the target for that build!
For information, most of this is copied from: https://github.com/japaric/ruststrap/blob/master/1-how-to-cross-compile.md
The following instructions are for gcc, so if you don't have this you'll need to install it. You'll also need the corresponding cross compiler tools, so for gcc:
sudo apt-get install gcc-arm-linux-gnueabihf
Compile Rust std Crate For ARM
The following example assumes you've already installed the current Rust Nightly, so we'll just get the sources and compile for ARM. If you are using a different version of the compiler, you'll need to get that to ensure your ARM libraries match the version of the compiler you're using to build your projects.
mkdir ~/toolchains
cd ~/toolchains
git clone https://github.com/rust-lang/rust.git
cd rust
git update
Build rustc for ARM
cd ~/toolchains/rust
./configure --target=arm-unknown-linux-gnueabihf,x86_64-unknown-linux-gnu
make -j4
sudo make install
Note "-j4" needs at least 8GB RAM, so if you hit a problem above try "make" instead.
Install ARM rustc libraries In native rustc build
sudo ln -s $HOME/src/rust/arm-unknown-linux-gnueabihf /usr/lib/rustlib/arm-unknown-linux-gnueabihf
Create hello.rs containing:
pub fn main() {
println!("Hello, world!");
}
Compile hello.rs, and tell rustc the name of the cross-compiler (which must be in your PATH):
rustc -C linker=arm-linux-gnueabihf-gcc-4.9 --target=arm-unknown-linux-gnueabihf hello.rs
Check that the produced binary is really an ARM binary:
$ file hello
hello: ELF 32-bit LSB shared object, ARM, EABI5 version 1 (SYSV), (..)
SUCCESS!!!:
Check: the binary should work on an ARM device
$ scp hello me#arm:~
$ ssh me#arm ./hello
Hello, world!
I've used this to build and link a Rust project with a separate C library as well. Instructions similar to the above on how to do this, dynamically or statically are in a separate post, but I've used my link quota up already!
The best way to figure this out is to download the source code for Servo and explore it on your own. Servo is absolutely a cross-platform codebase, so it will have to address all of these questions, whether they be answered in build/configuration files, or the Rust source itself.
It looks like the rust compiler might not be ready to build standalone binaries for windows yet (see the windows section here), so this probably can't be done yet.
For posix systems it should mostly Just Work unless you're trying to do GUI stuff.
Yes, you won't need to change the source, unless you are using specific libraries that are not cross-platform.
But as #dbaupp said native executables are different on each platform, *nix uses ELF, Windows PE, and OSX Mach-O. So you will need to compile it for each platform.
I don't know the state of cross-compiling in rust, but if they already implemented it, then you should be able to build all the binaries in the same platform, if not, you will have to build each binary on it's platform.

How to add header file path in CMake file

I am new to OpenCL. I have written a vector addition code in OpenCL with help from Internet. I have included one header file i.e. CL/cl.h using #include.
I am using NVIDIA graphic card and the OpenCL implementation is NVIDIA_GPU_Computing_SDK. My OpenCL header files are residing at this path /opt/NVIDIA_GPU_Computing_SDK/OpenCL/common/inc. I can run OpenCL programs through linux terminal by adding this path when compiling my code. But now I want to write CMake file for this code. CMake files are working fine for C programs, but not OpenCL programs because of this Path problem. In terminal, I used to enter $cmake ., after this $make, it will search for a Makefile which is created by cmake, now my error is after entering command make
fatal error: CL/cl.h: No such file or directory!
Now tell me how can I include this header file into CMake file?
You will need to put these lines into CMakeLists.txt:
include_directories(/opt/NVIDIA_GPU_Computing_SDK/OpenCL/common/inc)
link_directories(/opt/NVIDIA_GPU_Computing_SDK/OpenCL/common/<lib or something similar>)
add_executable(yourexe src1.c ...)
target_link_libraries(yourexe OpenCL)
But beware that this is not portable, because OpenCL SDK can be somewhere else on another machine. The proper way to do this is to use FindOpenCL.cmake module.
Maybe you can use a CMake "find" script like:
http://gitorious.org/findopencl/findopencl/blobs/master/FindOpenCL.cmake
http://code.google.com/p/opencl-book-samples/source/browse/trunk/cmake/FindOpenCL.cmake?r=14
CMake file example from OpenCL Programming Guide Book: http://code.google.com/p/opencl-book-samples/source/browse/trunk/CMakeLists.txt?r=14
I was looking for FindOpenCL.cmake macro which would work well on Windows, OSX and Linux... I couldn't find any which did work well on every platform, so I wrote new one which I use in couple of projects (webcl-validator and opencl-testsuite).
https://github.com/elhigu/cmake-findopencl
Especially Windows support is improved in this one.
In Windows it checks if 64bit or 32bit lib should be used and it also tries to find libraries from according to environment variables set by Nvidia, Intel and AMD OpenCL SDKs.
It also tries to find .lib in Cygwin, which didn't work with other scripts I tried.

How to build a program so that it doesn't require DLLs

How can I compile a (Haskell) program so that it doesn't require DLLs?
I wrote a program that uses GLUT and requires glut32.dll. I compiled it with ghc --make program.hs. Now I want to distribute my program, but I don't want it to require any DLLs (so I can just give the .exe to the users). I tried compiling with ghc -static --make program.hs but it didn't work, I still get "user error (unknown GLUT entry glutInit)".
How can I do this?
This is only possible if GLUT provides a static version of the library (this could be named something like glut32s.lib but there's no requirement that they call it anything in particular).
The success of this approach will also depend on whether GHC allows linking with external static libraries at all. The man page for ghc indicates that -static applies only to the Haskell libraries, not other external libraries.
Assuming you have static versions of the required C libraries, you can create a static Haskell executable with:
ghc -O2 --make -static -optc-static -optl-static A.hs -fvia-C
which ensures both the Haskell components, and C components will be linked statically, via the C toolchain.