I am trying to update my package scikits.bvp_solver (source here) and I have run into some problems with f2py generated files. The files 'bvp_solverf-f2pywrappers2.f90' and 'bvp_solverfmodule.c' which were generated in 2009 allow the package to be built in place with "python setup.py build_ext --inplace" but if I delete them and try to rebuild I get the error
scikits/bvp_solver/lib/bvp_solverf-f2pywrappers2.f90:218.48:
use guess_3_wrap__user__routines
1
Fatal Error: Can't open module file 'guess_3_wrap__user__routines.mod' for reading at (1): No such file or directory
scikits/bvp_solver/lib/bvp_solverf-f2pywrappers2.f90:11.19:
The part the adds this use statement does not appear in the old version of the file. I am having difficulty figuring out how to fix this issue. Can anyone offer advice? What are the major changes to f2py in the last two years?
I finally fixed this problem by eliminating guess_3_wrap__user__routines and moving the relevant code into python.
If you don't have the 'guess_3_wrap_user_routines.mod' file, you should recompile it before building the file that uses it. For the same problem that I had, in my command window, which is set to 'Intel Composer XE 2011 Intel(R) Visual Studio 2010' I typed 'gfortran', which is my Fortran compiler, and the Fortran file, so in your case 'use guess_3_wrap_user_routines.f' (or the extension is something like '.f90') and run that. That should recompile the 'use guess_3_wrap_user_routines.f' again to get the '.mod' file.
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I am new in Cmake thats why I will write story detailed.
I trying to build one lib under windows and that lib depends on other lib. (libmatroska depends on libebml) source libmatroska and source libebml
Fortunately both libs can be build with cmake.
I built libebml successfuly with cmake. And also built binaries using VS studio.
Then I tried to deal with libmatroska:
During first try I got:
Could not find a package configuration file provided by "Ebml" (requested
version 1.3.5) with any of the following names:
EbmlConfig.cmake
ebml-config.cmake
at libebml sources I found EbmlConfig.cmake.
I Type export Ebml_DIR=D:/work/mkv/libebml and try again.
On second run I got:
Could not find a configuration file for package "Ebml" that is compatible
with requested version "1.3.5".
The following configuration files were considered but not accepted:
D:/work/mkv/libebml/EbmlConfig.cmake, version: unknown
And after few hours I am still stuck on it.
I can't understand root of this error.
Is it something wrong with EbmlConfig.cmake?
... or maybe I specified path to wrong *.cmake file?
... or I need to install libebml some how before handling libmatroska?
I will be happy for any clue.
UPDATE:
Here EbmlConfig.cmake context:
include(${CMAKE_CURRENT_LIST_DIR}/EbmlTargets.cmake)
Where EbmlTargets.cmake is file generated while Ebml compilation.
I tried to change path inside EbmlConfig.cmake to global path. But got same error.
Also when I delete context of EbmlConfig.cmake I still have same error.
It looks like "default error when something goes wrong"
I have compiled Lua 5.3 as a 32 bit c++ DLL and exe. The DLL contains all the lua code except for lua.cpp and luac.cpp. The exe compiles lua.cpp and uses the DLL to run the lua interpreter. This works fine when running on its own from the command line. I wish to be able to run from the IDE using this DLL and exe.
If I replace /ZeroBraneStudio/bin/lua53.dll and lua53.exe with my own versions, I can run scripts (clicking the two green arrows). However, debugging does not work, giving the following error:
The procedure entry point luaL_addlstring could not be located in the dynamic link library lua53.dll.
I can see that this is happening because the debugger is making use of luasocket. \ZeroBraneStudio\bin\clibs53\socket\core.dll is dependent on lua53.dll, and is expecting it to contain lua compiled as c.
So, what is the correct solution to this - is it to compile luasocket as c++ as well?
(And, if so, does anybody have instructions/guidance for doing so? I have been unable to find anything on this.)
Thanks.
I'm not sure how exactly the DLL was compiled, but the error message likely indicates that the luaL_addlstring and other functions are not exported by it. If the symbols are exported correctly, you should be able to load luasocket and get the debugging working. See this thread for the related discussion.
Also, you don't need to replace lua53 library and executable, as you can configure the IDE to use your own copy of it using path.lua53 configuration setting as described in the documentation.
Okay, I was able to get it working. The solution was to compile luasocket as c++. I won't give full instructions on how to do this here, but some points to hopefully help anybody else with the same issue:
Got luasocket from here: https://github.com/diegonehab/luasocket
Renamed all *.c files to *.cpp
Renamed Lua52.props to Lua.props (I am using lua 5.3 but seems like it is compatible?)
Placed lua headers and lib in appropriate folders
Opened solution in Visual Studio 2012
Fixed up minor issues with project files, like the renaming of the files.
Added 'extern "C"' to declaration of luaopen_socket_core and luaopen_mime_core functions (necessary for lua to be able to load libraries).
Built solution
Copied new dlls into clibs53/socket and clibs53/mime folders.
I used Dependency Walker to help with this. If anybody wants further details in the future please leave a comment.
I have CMake working perfectly fine with Visual Studio 2015. I wanted to try VS Code with C++ and CMake extensions, but when I try to call the build command (configured to F7 by default with the CMake extension for VSCode), I only get the message:
command 'cmake.build' not found
Is it trying to tell me it can't find CMake ? Because Cmake is installed and working so... I also tried changing in the settings to the full path to cmake with no success. I installed both CMake and CMake Tools from Extensions. Also the toolbar for CMake doesn't appear on the blue VSCode toolbar as shown in CMake Tools extension doc.
Edit:
The author of that extension believes they've resolved this issue in the latest version 0.9.7.
https://github.com/vector-of-bool/vscode-cmake-tools/issues/157#issuecomment-307005140
So, I've just pushed 0.9.7:
No more dependency on twxs.cmake, so that shouldn't be causing any
issues anymore
#ytimenkov fixed some version parsing code that was
lying about what version of CMake was installed. Should fix issues
people are seeing with pre-3.7 versions.
#ytimenkov added better
errors when initialization failed. This should help create future
tickets!
As such, I'm going to close this issue and ask that anyone
with any further issues open a new ticket using the new error messages
that appear during a failed initialization.
I too had this issue and was given a solution here in my ticket.
For some people, one of their dependencies isn't getting installed correctly on our system. So you need to install another additional extension to get it to work.
It's called "CMake" or "twxs.cmake" (actual package name) and can be found here: https://marketplace.visualstudio.com/items?itemName=twxs.cmake
If it still isn't working, some have reported that they needed to uninstall both extensions then reinstall them both to get it to work--making sure to restart VSCode.
try this:
create a new copy of "mingw32-make.exe".
rename the copy to "make.exe".
restart your vscode.
I download the WinObjC files for GitHub and following all the steps. When I try to build the project, I have this problem (using Visual Studio Community 2015)
These are the two errors:
Severity Code Description Project File Line
Warning MSB3245 Could not resolve this reference. Could not locate the assembly "XamlCompositorCS". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. WOCCatalog (WOCCatalog\WOCCatalog) C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets 1819
Severity Code Description Project File Line
Error LNK1181 cannot open input file 'OpenGLES.lib' WOCCatalog (WOCCatalog\WOCCatalog) D:\WinObjC-master\samples\WOCCatalog\WOCCatalog.vsimporter\WOCCatalog-WinStore10\LINK
1
How do I solve that?
Open included solution in WinObjC/build/build.sln
Select Build / Build Solution
You either need to download the prebuilt SDK (look under "Releases" in github) or, per the above comment:
Open included solution in WinObjC/build/build.sln
Select Build / Build Solution
1.Download the latest release version
2.open ...\WinObjC\build\build.sln
ps:If using virtual machine(Such as PD),make sure all files storing in Windows folder(such as c:\somewhere) instead of Mac folder (such as \\Mac\Home\Desktop)
3.vs 2015 update1 may alert installing wp8/8.1 tools.
4.Building your Solution( Select Build/Build Solution).
I can be a real dummy when it comes to following instructions sometimes, pardon me. I'm in a bit of a hurry to get YAML files working with my program. I have downloaded the YAML files from the official site, I have downloaded an installed the latest CMake. What do i do now? I don't understand DLL creation nor the issues that there seem to be.
When I open CMake I put in the path to the extracted yaml-cpp-0.2.7 folder with the yaml-cpp.pc.cmake file and I set up the build path. Is there anything else I should do here? I get this error:
CMake Error: CMake was unable to find a build program corresponding to ""Visual Studio 9 2008"". CMAKE_MAKE_PROGRAM is not set. You probably need to select a different build tool.
CMake Error: Could not find cmake module file:C:/path/yaml-cpp-0.2.7/build/CMakeFiles/CMakeCCompiler.cmake
CMake Error: Could not find cmake module file:C:/path/yaml-cpp-0.2.7/build/CMakeFiles/CMakeCXXCompiler.cmake
Also once i'm done with this what should I do next to be able to launch the example code from the site? Which configuration should I use to be able to launch the file on VS Express 2010? I'm stuck, I can't find answers anywhere.
I have made a mistake here, i tried to get the CMake file going on a computer which didn't have the IDE installed, i installed VC++ 2010 and it works now.
I loaded the yaml-cpp solution into VC++ 2010, bulit it, linked everything and it works fine now.