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  • How to get at contents of placeholder::_1

    - by sheepsimulator
    I currently have the following code: using boost::bind; typedef boost::signal<void(EventDataItem&)> EventDataItemSignal; class EventDataItem { ... EventDataItemSignal OnTrigger; ... } typedef std::list< shared_ptr<EventDataItem> > DataItemList; typedef std::list<boost::signals::connection> ConnectionList; class MyClass { void OnStart() { DataItemList dilItems; ConnectionList clConns; DataItemList::iterator iterDataItems; for(iterDataItems = dilItems.begin(); iterDataItems != dilItems.end(); iterDataItems++) { // Create Connections from Triggers clConns.push_back((*iterDataItems)->OnTrigger.connect( bind(&MyClass::OnEventTrigger, this))); } } void OnEventTrigger() { // ... Do stuff on Trigger... } } I'd like to change MyClass::OnStart to use std::transform to achieve the same thing: void MyClass::OnStart() { DataItemList dilItems; ConnectionList clConns; // Resize connection list to match number of data items clConns.resize(dilItems.size()); // Build connection list from Items // note: errors on the placeholder _1->OnTrigger std::transform(dilItems.begin(), dilItems.end(), clConns.begin(), bind(&EventDataItemSignal::connect, _1->OnTrigger, bind(&MyClass::Stuff, this))); } However, my hiccup is _1-OnTrigger. How can I reference OnTrigger from placeholder _1?

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  • Immutable classes in C++

    - by ereOn
    Hi, In one of my projects, I have some classes that represent entities that cannot change once created, aka. immutable classes. Example : A class RSAKey that represent a RSA key which only has const methods. There is no point changing the existing instance: if you need another one, you just create one. My objects sometimes are heavy and I enforced the use of smart pointers to avoid copy. So far, I have the following pattern for my classes: class RSAKey : public boost::noncopyable, public boost::enable_shared_from_this<RSAKey> { public: /** * \brief Some factory. * \param member A member value. * \return An instance. */ static boost::shared_ptr<const RSAKey> createFromMember(int member); /** * \brief Get a member. * \return The member. */ int getMember() const; private: /** * \brief Constructor. * \param member A member. */ RSAKey(int member); /** * \brief Member. */ const int m_member; }; So you can only get a pointer (well, a smart pointer) to a const RSAKey. To me, it makes sense, because having a non-const reference to the instance is useless (it only has const methods). Do you guys see any issue regarding this pattern ? Are immutable classes something common in C++ or did I just created a monster ? Thank you for your advices !

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  • Macro to improve callback registration readability

    - by Warren Seine
    I'm trying to write a macro to make a specific usage of callbacks in C++ easier. All my callbacks are member functions and will take this as first argument and a second one whose type inherits from a common base class. The usual way to go is: register_callback(boost::bind(&my_class::member_function, this, _1)); I'd love to write: register_callback(HANDLER(member_function)); Note that it will always be used within the same class. Even if typeof is considered as a bad practice, it sounds like a pretty solution to the lack of __class__ macro to get the current class name. The following code works: typedef typeof(*this) CLASS; boost::bind(& CLASS :: member_function, this, _1)(my_argument); but I can't use this code in a macro which will be given as argument to register_callback. I've tried: #define HANDLER(FUN) \ boost::bind(& typeof(*this) :: member_function, this, _1); which doesn't work for reasons I don't understand. Quoting GCC documentation: A typeof-construct can be used anywhere a typedef name could be used. My compiler is GCC 4.4, and even if I'd prefer something standard, GCC-specific solutions are accepted.

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  • Is there a way to increase the efficiency of shared_ptr by storing the reference count inside the co

    - by BillyONeal
    Hello everyone :) This is becoming a common pattern in my code, for when I need to manage an object that needs to be noncopyable because either A. it is "heavy" or B. it is an operating system resource, such as a critical section: class Resource; class Implementation : public boost::noncopyable { friend class Resource; HANDLE someData; Implementation(HANDLE input) : someData(input) {}; void SomeMethodThatActsOnHandle() { //Do stuff }; public: ~Implementation() { FreeHandle(someData) }; }; class Resource { boost::shared_ptr<Implementation> impl; public: Resource(int argA) explicit { HANDLE handle = SomeLegacyCApiThatMakesSomething(argA); if (handle == INVALID_HANDLE_VALUE) throw SomeTypeOfException(); impl.reset(new Implementation(handle)); }; void SomeMethodThatActsOnTheResource() { impl->SomeMethodThatActsOnTheHandle(); }; }; This way, shared_ptr takes care of the reference counting headaches, allowing Resource to be copyable, even though the underlying handle should only be closed once all references to it are destroyed. However, it seems like we could save the overhead of allocating shared_ptr's reference counts and such separately if we could move that data inside Implementation somehow, like boost's intrusive containers do. If this is making the premature optimization hackles nag some people, I actually agree that I don't need this for my current project. But I'm curious if it is possible.

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  • C++ socket protocol design issue (ring inclusion)

    - by Martin Lauridsen
    So I have these two classes, mpqs_client and client_protocol. The mpqs_client class handles a Boost socket connection to a server (sending and receiving messages with some specific format. Upon receiving a message, it calls a static method, parse_message(..), in the class client_protocol, and this method should analyse the message received and perform some corresponding action. Given some specific input, the parse_message method needs to send some data back to the server. As mentioned, this happens through the class mpqs_client. So I could, from mpqs_client, pass "this" to parse_message(..) in client_protocol. However, this leads to a two-way association relationship between the two classes. Something which I reckon is not desireable. Also, to implement this, I would need to include the other in each one, and this gives me a terrible pain. I am thinking this is more of a design issue. What is the best solution here? Code is posted below. Class mpqs_client: #include "mpqs_client.h" mpqs_client::mpqs_client(boost::asio::io_service& io_service, tcp::resolver::iterator endpoint_iterator) : io_service_(io_service), socket_(io_service) { ... } ... void mpqs_client::write(const network_message& msg) { io_service_.post(boost::bind(&mpqs_client::do_write, this, msg)); } Class client_protocol: #include "../network_message.hpp" #include "../protocol_consts.h" class client_protocol { public: static void parse_message(network_message& msg, mpqs_sieve **instance_, mpqs_client &client_) { ... switch (type) { case MPQS_DATA: ... break; case POLYNOMIAL_DATA: ... break; default: break; } }

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  • How to implement a multi-threaded asynchronous operation?

    - by drowneath
    Here's how my current approach looks like: // Somewhere in a UI class // Called when a button called "Start" clicked MyWindow::OnStartClicked(Event &sender) { _thread = new boost::thread(boost::bind(&MyWindow::WorkToDo, this)); } MyWindow::WorkToDo() { for(int i = 1; i < 10000000; i++) { int percentage = (int)((float)i / 100000000.f); _progressBar->SetValue(percentage); _statusText->SetText("Working... %d%%", percentage); printf("Pretend to do something useful...\n"); } } // Called on every frame MyWindow::OnUpdate() { if(_thread != 0 && _thread->timed_join(boost::posix_time::seconds(0)) { _progressBar->SetValue(100); _statusText->SetText("Completed!"); delete _thread; _thread = 0; } } But I'm afraid this is far from safe since I keep getting unhandled exception at the end of the program execution. I basically want to separate a heavy task into another thread without blocking the GUI part.

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  • How to synchronize access to many objects

    - by vividos
    I have a thread pool with some threads (e.g. as many as number of cores) that work on many objects, say thousands of objects. Normally I would give each object a mutex to protect access to its internals, lock it when I'm doing work, then release it. When two threads would try to access the same object, one of the threads has to wait. Now I want to save some resources and be scalable, as there may be thousands of objects, and still only a hand full of threads. I'm thinking about a class design where the thread has some sort of mutex or lock object, and assigns the lock to the object when the object should be accessed. This would save resources, as I only have as much lock objects as I have threads. Now comes the programming part, where I want to transfer this design into code, but don't know quite where to start. I'm programming in C++ and want to use Boost classes where possible, but self written classes that handle these special requirements are ok. How would I implement this? My first idea was to have a boost::mutex object per thread, and each object has a boost::shared_ptr that initially is unset (or NULL). Now when I want to access the object, I lock it by creating a scoped_lock object and assign it to the shared_ptr. When the shared_ptr is already set, I wait on the present lock. This idea sounds like a heap full of race conditions, so I sort of abandoned it. Is there another way to accomplish this design? A completely different way?

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  • light.exe : error LGHT0217: Error executing ICE action &lsquo;ICE*&rsquo; with BizTalk Deployment Framework &amp; TFS 2010 Build.

    - by Vishal
    Hi there, Recently I was working with BizTalk Deployment Framework v5.0 for my BizTalk Sever 2009 projects and TFS 2010 Builds. I had followed all the steps mentioned in the BTDF documentation to create the build definition and also followed the steps to setup the Build Server with BTDF. After few hiccups I was stuck at this light.exe validation error. The detailed error is as below: light.exe : error LGHT0217: Error executing ICE action 'ICE06'. The most common cause of this kind of ICE failure is an incorrectly registered scripting engine. See http://wix.sourceforge.net/faq.html#Error217 for details and how to solve this problem. The following string format was not expected by the external UI message logger: "The Windows Installer Service could not be accessed. This can occur if the Windows Installer is not correctly installed. Contact your support personnel for assistance." I found few blog posts and forum answers out there which had steps to resolve the error but all of them mentioned different things. Like: Some mentioned that disable the validation itself so that the VBScript would not be called. (I didn’t want to disable the validation.) Another said to put NT AUTHORITY\NETWORK SERVICE in the local Administrators group but this is not recommended as it opens up network security holes. But what actually worked for me was: TFS Build Service Account was part of the Administrator group on the Build Server which is OK. But somehow it was also part of the IIS_IUSR Group. I removed the TFS Build Service Account from the IIS_IUSR group. Queued up my TFS Build but same error. Again after some digging, I found that I had not restarted the Visual Studio Team Build Service. In a Nutshell: Remove TFS Build Service Account from IIS_IUSR Group. Restart the Visual Studio Team Build Service, either from Services or TFS Console.   Hope this resolves the issue for someone and not waste bunch of hours.   Thanks, Vishal Mody

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  • What's the difference between a "Release" Xbox 360 build and a "Debug" one?

    - by Sebastian Gray
    I've got a build of my game that works on Windows under a release and debug build as expected. When I deploy the debug version of the game to the Xbox, it works as expected and runs the same as on Windows - however when I deploy the release version to the XBOX I get different behaviour within the game. I'm using a 3rd party library for the collisions (which is where I am seeing differences between the release and debug versions of my game); so I can't see what's actually different but I suspect they have some compiler directive for Debug on the Xbox to the Release version on the Xbox. As such, I'm thinking that I may need to release my game with the Debug build instead of the Release build but I want to know what issues I can expect by doing so? Are there any significant performance issues between the two build profiles?

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  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

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  • Static build ffmpeg 0.8

    - by Riduidel
    Is there anywhere an available static build of ffmpeg with all encoder/decoders libs for Linux (not a source tarball, but a binary) ? Although this question seems trivial, I spent the last half hour looking for it, without any success. EDIT I'm looking for binary to be run on x86 Suse 10 systems. Notice I can't use local package manager as all update repositories have bene removed by admin (to avoid uncontrolled software update).

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  • How to generate build no with SVN revision no & Maven buildNumber plugin

    - by Binit jha
    I am using mvn buildNumber plugin to generate build no with latest svn revision no. But, our version is not resolve to ${buildNumber} in the duration of installing in .m2 local reposotry. here is the our pom details: <modelVersion>4.0.0</modelVersion> <groupId>com.hp.cloudprint</groupId> <artifactId>testutils</artifactId> <name>testutils</name> <version>6.3.rel.${buildNumber}</version> <description>This jar contains some helper classes which can simplify the writing of JUnit test cases.</description> <dependencies> <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>buildnumber-maven-plugin</artifactId> <executions> <execution> <id>useLastCommittedRevision</id> <phase>validate</phase> <goals> <goal>create</goal> </goals> </execution> </executions> <configuration> <doCheck>false</doCheck> <doUpdate>true</doUpdate> <getRevisionOnlyOnce>true</getRevisionOnlyOnce> </configuration> </plugin> <scm> <connection>scm:svn:https://acn-platform</connection> <developerConnection>scm:svn:https://abc-platform/trunk</developerConnection> </scm>. </project> Building jar: C:\Documents and Settings\hpadmin\workspace\testutils\target\testutils-6.3.rel.2930.jar [INFO] [install:install] [INFO] Installing C:\Documents and Settings\hpadmin\workspace\testutils\target\testutils-6.3.rel.2930.jar to C:\Documents and Settings\jhab.m2*\repository\com\hp\cloudprint\testutils\6.3.rel.${buildNumber}\testutils-6.3.rel.${buildNumber}.jar** [INFO] ------------------------------------------------------------------------ [INFO] BUILD SUCCESSFUL Target generated correct jar. testutil-6.3.rel.2297.jar* Thanks in advance Binit

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  • Is this build compatible?

    - by Jephir
    I am building a new computer with this configuration: Foxconn AM3 Micro ATX AMD Phenom II X6 A-DATA 4GB DDR3 Radeon HD 5870 OCZ Fatal1ty 550W Power Supply Cooler Master Elite 310 Red Mid Tower Case I am reusing my old SATA hard drive and DVD drive. Is this build compatible?

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  • set JAVA_HOME in windows but "ant build" still fails

    - by patrickinmpls
    I set JAVA_HOME in windows environment preferences echo %JAVA_HOME% C:\Program Files (x86)\Java\jdk1.6.0_20 but then I try to run ant build and I get Perhaps JAVA_HOME does not point to the JDK. It is currently set to "C:\Program Files\Java\jre6" I think the registry key JAVASOFT is interfering with my environment variable, but I'm not sure how to fix this

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  • How to build a cheap and fanless server

    - by dag729
    Any advice about how to build a cheap and fanless server? It's main uses would be web and file servering, but it could be a day when I'd like to add some streaming and mailing capabilities as well. OS of choice: GNU/Linux Thanks in advance

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  • Maximum number of hard drives in a build-your-own NAS solution [closed]

    - by groovehunter
    My IT department has a bunch of older 160/320GB Drives. I'd like to use them in a build-your-own NAS device. What limitations exist in regards to the maximum number of drives that can be connected to typical commodity hardware that might be used in a situation like this? EDIT okay I like to specify my question is what to search for to find a storage controller which can handle many drives. I simply cannot find the right search terms.

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  • I have install on my xpsp pc VMware® Workstation 7.1.1 build-282343

    - by Ajifan
    I have installed on my XP sp pc to VMware® Workstation 7.1.1 build-282343 And also I have more two separate machine one laptop and one pc I have already connect those three machine's to a Nortel switch to distribute internet as a work group Now I want add a virtual Windows server 2003 enterprise and I want to connect those my to machine as a client and want to give some policies and security for users Like real network environment t how I can implement those steps please explain me step by step

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  • Build pc with 6 dvi outputs?

    - by pie154
    I am trying to build a pc with 6 dvi outputs, I have already built a machine that does this using a radeon hd 4850x2 graphics card, but unfortunately it seems that this is unvailable to buy from anywhere in the uk currently. has this card maybe been discontinued? As i can't source this card I was wondering if there is another graphics card available that will give 4 dvi ouputs so as I can get the total of 6 needed usin g another normal 2 port card? Thnaks

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  • Exporting makefile from Eclipse CDT

    - by Alex Farber
    I have C++ project in the Ubuntu OS, Eclipse CDT. My final goal is to build the project binaries for FreeBSD OS. The first test. I create simple C++ CDT project with main.cpp file: cout << "OK" << endl; and build it. Then I open Terminal window in Release directory: alex@alex-linux:~/workspace/HelloWorld/Release$ ls HelloWorld main.d main.o makefile objects.mk sources.mk subdir.mk alex@alex-linux:~/workspace/HelloWorld/Release$ rm HelloWorld main.d main.o alex@alex-linux:~/workspace/HelloWorld/Release$ ls makefile objects.mk sources.mk subdir.mk alex@alex-linux:~/workspace/HelloWorld/Release$ make Building file: ../main.cpp Invoking: GCC C++ Compiler g++ -O3 -Wall -c -fmessage-length=0 -MMD -MP -MF"main.d" -MT"main.d" -o"main.o" "../main.cpp" Finished building: ../main.cpp Building target: HelloWorld Invoking: GCC C++ Linker g++ -o"HelloWorld" ./main.o Finished building target: HelloWorld alex@alex-linux:~/workspace/HelloWorld/Release$ ./HelloWorld OK alex@alex-linux:~/workspace/HelloWorld/Release$ So far, so good. Now I copy the whole project tree to FreeBSD and trying to build it: $ cd /home/alex/project $ ls main.cpp release $ cd release $ ls makefile objects.mk sources.mk subdir.mk $ make "makefile", line 5: Need an operator "makefile", line 10: Need an operator "makefile", line 11: Need an operator "makefile", line 12: Need an operator CDT-generated makefile doesn't work. This is makefile beginning: $ Automatically-generated file. Do not edit! -include ../makefile.init RM := rm -rf $ All of the sources participating in the build are defined here -include sources.mk -include subdir.mk -include objects.mk ... Line 5 is -include ../makefile.init. Really, there is no such file. But it works by some way on Ubuntu computer. What is the trick, how can I build this? BTW, manually written makefile works: all: g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"main.d" -MT"main.d" -o"main.o" "../main.cpp" g++ -o"HelloWorld" ./main.o Note: $ in makefile is actually #, I replaced it because # creates formatting problems inside of stackoverflow pre block.

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  • Python unicode Decode Error SUDs

    - by PylonsN00b
    OK so I have # -*- coding: utf-8 -*- at the top of my script and it worked for being able to pull data from the database that had funny chars(Ñ ,Õ,é,—,–,’,…) in it and store that data into variables...but I have run into other problems, see I pull my data, organize it, and then dump it into a variables like so: title = product[1] Where product[1] is from my database result set Then I load it up for Suds like so: array_of_inventory_item_submit = ca_client_inventory.factory.create('ArrayOfInventoryItemSubmit') for product in products: inventory_item_submit = ca_client_inventory.factory.create('InventoryItemSubmit') inventory_item_list = get_item_list(product) inventory_item_submit = [inventory_item_list] array_of_inventory_item_submit.InventoryItemSubmit.append(inventory_item_submit) #Call that service baby! ca_client_inventory.service.SynchInventoryItemList(accountID, array_of_inventory_item_submit) Where get_item_list sets product[1] to title and (including a whole bunch of other nodes): inventory_item_submit.Title = title So everything runs fine until I call ca_client_inventory.service.SynchInventoryItemList that contains array_of_inventory_item_submit which contains the title w/ the funky char...here is the error: Traceback (most recent call last): File "upload_all_inventory_ebay.py", line 421, in <module> ca_client_inventory.service.SynchInventoryItemList(accountID, array_of_inventory_item_submit) File "build/bdist.macosx-10.6-i386/egg/suds/client.py", line 539, in __call__ File "build/bdist.macosx-10.6-i386/egg/suds/client.py", line 592, in invoke File "build/bdist.macosx-10.6-i386/egg/suds/bindings/binding.py", line 118, in get_message File "build/bdist.macosx-10.6-i386/egg/suds/bindings/document.py", line 63, in bodycontent File "build/bdist.macosx-10.6-i386/egg/suds/bindings/document.py", line 105, in mkparam File "build/bdist.macosx-10.6-i386/egg/suds/bindings/binding.py", line 260, in mkparam File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 62, in process File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 243, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 298, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 298, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 243, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 182, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/core.py", line 75, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 102, in append File "build/bdist.macosx-10.6-i386/egg/suds/mx/appender.py", line 198, in append File "build/bdist.macosx-10.6-i386/egg/suds/sax/element.py", line 251, in setText File "build/bdist.macosx-10.6-i386/egg/suds/sax/text.py", line 43, in __new__ UnicodeDecodeError: 'ascii' codec can't decode byte 0xc3 in position 116: ordinal not in range(128) Now what? My guess is my script can take in these funky chars because I have # -*- coding: utf-8 -*- at the top but Suds does NOT have that at the top of its files. Do I really want to go and change the Suds files...we all know this is the least desired last possible solution...what can I do?

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  • Build 32-bit with 64-bit llvm-gcc

    - by Jay Conrod
    I have a 64-bit version of llvm-gcc, but I want to be able to build both 32-bit and 64-bit binaries. Is there a flag for this? I tried passing -m32 (which works on the regular gcc), but I get an error message like this: [jay@andesite]$ llvm-gcc -m32 test.c -o test Warning: Generation of 64-bit code for a 32-bit processor requested. Warning: 64-bit processors all have at least SSE2. /tmp/cchzYo9t.s: Assembler messages: /tmp/cchzYo9t.s:8: Error: bad register name `%rbp' /tmp/cchzYo9t.s:9: Error: bad register name `%rsp' ... This is backwards; I want to generate 32-bit code for a 64-bit processor! I'm running llvm-gcc 4.2, the one that comes with Ubuntu 9.04 x86-64. EDIT: Here is the relevant part of the output when I run llvm-gcc with the -v flag: [jay@andesite]$ llvm-gcc -v -m32 test.c -o test.bc Using built-in specs. Target: x86_64-linux-gnu Configured with: ../llvm-gcc4.2-2.2.source/configure --host=x86_64-linux-gnu --build=x86_64-linux-gnu --prefix=/usr/lib/llvm/gcc-4.2 --enable-languages=c,c++ --program-prefix=llvm- --enable-llvm=/usr/lib/llvm --enable-threads --disable-nls --disable-shared --disable-multilib --disable-bootstrap Thread model: posix gcc version 4.2.1 (Based on Apple Inc. build 5546) (LLVM build) /usr/lib/llvm/gcc-4.2/libexec/gcc/x86_64-linux-gnu/4.2.1/cc1 -quiet -v -imultilib . test.c -quiet -dumpbase test.c -m32 -mtune=generic -auxbase test -version -o /tmp/ccw6TZY6.s I looked in /usr/lib/llvm/gcc-4.2/libexec/gcc hoping to find another binary, but the only directory there is x86_64-linux-gnu. I will probably look at compiling llvm-gcc from source with appropriate options next.

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  • Launchpad autobuild fails when trying to access Maven component

    - by Jauder Ho
    I'm trying to build thrift as a package for the first time on Launchpad and it is failing. It appears that it is failing access repo2.maven.org for some reason. It may be that there is some access restriction but I'm not sure. I will note that the package successfully built locally. Link to build log. Search for the string "repo2.maven.org" and you will see that there is a java.net.UnknownHostException. The repo packages are here. PS. These packages are an update to the thrift package as packaged by the txAMQP team using v0.2.0 of thrift.

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  • Xcode 3.2: Build & Analyze never finds any issues

    - by GamingHorror
    I've used the Clang Static Analyzer from the command line before. I wanted to try Xcode's built-in version via Build & Analyze. I never get any negative results even though i specially prepared my code with very obvious issues Clang was always able to point out: // over-releasing an object: [label release]; [label release]; // uninitialized vars, allocating but not freeing an object NSString* str; int number; CCLabel* newLabel = [[CCLabel alloc] initWithString:str fontName:str fontSize:number]; [newLabel setPosition:CGPointZero]; The result is always the same: a green checkbox, no issues. I read that C++ code can cause issues. I'm running this with cocos2d that includes box2d. Could this be a cause? Did anyone get results from Build & Analyze with the cocos2d engine? What else could it be? I also tried enabling the Static Analyzer Build Settings and then Build but the result was the same. I have restarted Xcode, cleaned all targets and emptied Xcode caches to no avail.

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