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Build on windows (VS2015) #1

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skabbes opened this issue May 19, 2014 · 13 comments
Open

Build on windows (VS2015) #1

skabbes opened this issue May 19, 2014 · 13 comments

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@skabbes
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skabbes commented May 19, 2014

There's a gyp generator for creating a MS Visual Studio project, but I can't test / verify that without a copy of windows. halp

@skabbes
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skabbes commented May 26, 2014

I would love if someone with access to a windows machine could at least try this

deps/gyp/gyp --depth=. -f msvs --generator-output=./build_win -DOS=win --root-target libmx3 -Icommon.gypi mx3.gyp

and modify the mx3.gyp file to work on windows (probably will have to replace the find globbing with a small python script for it to be cross platform).

@ZhaoXiangXML
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File not found - ".hpp"
gyp: Call to 'find src -name "
.cpp" -o -name "*.hpp"' returned exit status 2.

@skabbes
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skabbes commented Nov 25, 2014

@ZhaoXiangXML I have changed many things, including removing leveldb entirely. Do you care to try the develop branch on VC2015?

@kepkin
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kepkin commented Mar 11, 2015

I'm trying to make it work on windows!
The first obstacle is to run djinni. How about to replace run_djinni.sh with build.gradle?

Just installing cygwin unfortunately doesn't make it work due to cygwin paths /cygwin/c/.../mx3/, java just doesn't understand them.

@skabbes
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skabbes commented Mar 11, 2015

Ya, that sounds great. I don't know a ton about gradle but I'd be happy to merge any PR that even makes incremental progress.

@kepkin
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kepkin commented Mar 15, 2015

I don't know gradle either, but it seems pretty simple! Just read first chapters of their free book and everythink becomes clear. Actually I would prefer to remove Makefile completely as it still doesn't fully work on windows.

Regarding Visual Studio 2013.
gyp generates solution and VS can open it flawlessly. However solution also includes libxm3_objc, libmx3_jni that are meaningless for windows build.
The most hard thing to build is sqlite wrapper as it uses ref-qualifiers (&& in the end of methods), which are not supported yet in vs2013. I've given up to fix build after two hours or so..

@skabbes
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skabbes commented Mar 15, 2015

Well, the ref qualifiers were simply an optimization in the sqlite code (which has become my pet part of the project). If it doesn't work on windows, lets just remove the && methods. You can still accomplish the same performance by calling move_string or move_blob if you really care about that perf.

I also agree to moving away from a Makefile based root build, gradle seems to be a great option after looking at your other PR.

@kepkin
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kepkin commented Mar 19, 2015

I've given up to build it under vs2013 once again :-( too much errors. Mostly because some C++11 features are not supported.

I've tried vs2015 CTP6 preview and the only reason it fails to compile is optional.hpp. I've inserted my stub implementation for optinal, did some minor hacks here and there and it compiles. So I think it's better to wait for 2015 studio, as fixing compilation for vs2013 is just waste of time.

BTW, why didn't you choose optional from Boost? It should compile everywhere.

@skabbes
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skabbes commented Mar 19, 2015

Ah, thanks for the help anyway. I'll add a note to this that VS2015 is what we want to target.

I chose std::experimental::optional basically because it had a chance at inclusion into C++14 (it didn't make it) but I presume it will be added into C++17.

Since it was all but finalized, I wanted the code to be future-proof.

@skabbes skabbes changed the title Build on windows Build on windows (VS2015) Mar 19, 2015
@ghost
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ghost commented Jul 27, 2016

Is this project still alive?

@kepkin
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kepkin commented Jul 27, 2016

It's an example of dropbox/djinni usage, so you shouldn't expect much activity here.

@ghost
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ghost commented Jul 28, 2016

@kepkin I thought it was a project of cross platforms(mobile times 3) application development. Sorry for disturbing you.

@skabbes
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skabbes commented Jul 28, 2016

It is a showcase app / example. I don't anticipate any further development by me, since I am currently out of the cross-platform mobile space, and therefore won't be continuing to discover "state of the art" to share here.

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