(Included cmake-developers list as well in case this may have just been
something that should work that was overlooked with the FetchContent module)
On Tue, Feb 19, 2019 at 11:32 PM Timothy Wrona
wrote:
> I am having an issue with using FetchContent to grab two subprojects that
> both contain a
I am having an issue with using FetchContent to grab two subprojects that
both contain a "doxygen" target to build the documentation.
Both of these subprojects need to be able to be built independently and
when built on their own they compile fine (along with their documentation),
but when I pull
Use something to read the manifest, extract paths from it, remove the
duplicates, then iterate them, and remove the ones that are empty. It’d be a
bad idea probably to remove ones that are not empty.
Cheers, Kuba
> 16 feb. 2019 kl. 09:47 skrev Felix Crazzolara :
>
> Hi everyone
>
> For my sma
Seems strange. Just yesterday I pulled down 3.13.4 and had no issues. I
check cmake into our repo so it gets invoked on an assortment of different
drives. I do the same thing you do and just change our bat config file to
point to the new cmake binary. Never had any issues.
I am running on Win7 but
Currently using CMake 3.13.3 on Windows 10. I have “installed” cmake through
the .zip download and placed it in E:\DREAM3D_SDK\ cmake-3.13.3-win64-x64.
If I now try to use that cmake to configure my source codes I get very strange
errors (It cannot parse a simple project command) and then co
(dropping the cmake-developers list since this is really a user issue)
On Wed, Feb 20, 2019 at 2:34 AM Timothy Wrona wrote:
> Hi Craig,
>
> Thank you for the detailed description!
>
> To answer some of your questions:
>
>- This project will not be incorporated into a Linux distribution,
>
Here’s a complete example that works on my system - maybe you can tweak it to
your liking:
cmake_minimum_required (VERSION 3.9.0)
include (ExternalProject)
project (simple_ep)
set(BUILD_ENV "${CMAKE_BINARY_DIR}/build_env" CACHE STRING INTERNAL)
ExternalProject_Add(
freetype
PREFIX "${BUILD_E
try using
SOURCE_DIR = ${CMAKE_BINARY_DIR}/freetype/src/freetype
CONFIGURE_COMMAND = ./autgen.sh && ./configure
BUILD_COMMAND = make
It should git clone into SOURCE_DIR, configure the source by running
CONFIGURE_COMMAND and build it using BUILD_COMMAND, You may need
INSTALL_COMMAND = "" if you don
Correction:
*I haven't tried this yet, but I am hoping it will work well* - Pull Put my
sub-projects (my own custom libraries) into their own independent git repos
and pull them into my main project using "FetchContent". Then when I run
"FetchContent" it will checkout the sub-projects and I will h
Hi Craig,
Thank you for the detailed description!
To answer some of your questions:
- This project will not be incorporated into a Linux distribution,
however I would like to keep it cross platform and it should work on
Windows, Mac, and Linux.
- All of the pieces of the project that
Well, as of right now, it currently isn’t possible to use Conan in a
non-intrusive way. That is, using it for fetching dependencies without adapting
the build configuration to it.
I’ve opened up a pull request (as well as a fix) for this issue here [1].
I’ve implemented pure CMake-based package
Well, as of right now, it currently isn’t possible to use Conan in a
non-intrusive way. That is, using it for fetching dependencies without adapting
the build configuration to it.
I’ve opened up a pull request (as well as a fix) for this issue here [1].
I’ve implemented pure CMake-based package
On Tue, Feb 19, 2019 at 12:46 PM Timothy Wrona
wrote:
> I have been working on a new C++ project and I am trying to decide whether
> I should use CMake as my package management system or if I should use a
> dedicated package management tool such as Conan.
>
> For more information on Conan see: ht
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