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Messages - rsandoz

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1
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 23, 2017, 06:54:31 AM »
AFter doing the 64-bit mingw install then after re-starting xLights.cpb, I was getting a popup:
cc1plus.exe - Application Error "The application was unable to start correctly (0xc000007b).  Click OK to close the application."

This seemed related to the g++.exe in the Toolchain executables (clear the field and popup went away)

I looked over my user and system environment variable, paying attention to "path".  Mingw was not part of it.

I can assume after I installed mingw, it didn't update my system or user path (should it have?).

That being said, I updated codeblocks.
1) settings > environment
2) scroll the left icon pane down to Environment variables and select it
3) Click the Add button. 
4) Fill in Key: path
5) Fill in Value: %path%;C:\Program Files\mingw-w64\x86_64-5.3.0-posix-seh-rt_v4-rev0\mingw64\bin

2
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 22, 2017, 03:52:19 PM »
I also created a pull request to add 64 bit instructions to readme.windows.

I copied the text block "Instructions for MinGW" to "Instructions for MinGW 64-bit", updating paths and such with the necessary info I learned from this posting.

3
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 22, 2017, 03:47:29 PM »
Also, is this correct?
When I open xLights.cbp in a text editor to see the XML layout of the project.

The configuration"64bit  MinGW_Release" (two spaces between 64bit and MinGW btw) has references to $(#wx) instead of $(#wx64) whereas "64bit MinGW_Debug" is referencing $(#wx64) as expected.

4
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 22, 2017, 02:47:21 PM »
Thank you.  Thank you.  Thank you.  I was using the wrong compiler.  I was thinking that by running the setup file "mingw-w64-install.exe" that this was install a compiler that handled both 32bit and 64bit just by passing the parm -m32 or -m64.  I just downloaded another instance of mingw equal to the one specified in your path:
E:\mingw-w64\x86_64-5.3.0-posix-seh-rt_v4-rev0\mingw64

and am starting over (at least with the 64 bit parts)

5
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 22, 2017, 06:40:53 AM »
I even tried cleaning/building with global environment variables set such that both wx and wx64 pointed to my "E:\wxWidgets64-3.1.0" directory
(noticed in xLights.cbp that "64bit  MinGW_Release" points to wx)

6
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 22, 2017, 05:58:31 AM »
Tried clean and no go.  Tried multiple combinations of options offered under the Build menu (Rebuild, Clean Workspace, Rebuild Workspace) for both 64bit mingw release and debug.

All lead to this error.

Tried the next file in the directory, BatchRenderDialog.cpp.  Same error:

-------------- Build file: 64bit  MinGW_Release in xLights 4.0 (compiler: gnu_gcc_64bit_compiler)---------------

i686-w64-mingw32-g++.exe -fno-strict-aliasing -Wno-unused-local-typedefs -DwxUSE_UNICODE -O2 -pedantic -m64 -pipe -mthreads -std=gnu++14 -fno-keep-inline-dllexport -Wno-attributes -D__GNUWIN32__ -D__WXMSW__ -DWXUSINGDLL -DNDEBUG -D_USE_MATH_DEFINES -m64 -IE:\wxWidgets-3.1.0\lib\gcc_dll\mswu -Iinclude -Isequencer -I..\xLights -Ieffects -Ieffects\ -Imodels -Ieffects\assist -Iffmpeg-dev\include -I..\include -Imodels\ -Isupport -IE:\wxWidgets-3.1.0\include -IE:\wxWidgets-3.1.0\contrib\include -c E:\xLights-master\xLights\BatchRenderDialog.cpp -o .objs_64\BatchRenderDialog.o
E:\xLights-master\xLights\BatchRenderDialog.cpp:1:0: sorry, unimplemented: 64-bit mode not compiled in
 #include "BatchRenderDialog.h"
 ^
Assembler messages:
Fatal error: no compiled in support for x86_64
Process terminated with status 1 (0 minute(s), 0 second(s))
2 error(s), 0 warning(s) (0 minute(s), 0 second(s))

7
Do You Need Help? Post it here / Re: Building 64 bit
« on: December 21, 2017, 05:43:34 PM »
I actually got my fresh copy of wxWidgets to build successfully putting it in a separate directory e:\wcWidgets64\ and adding the TARGET_CPU=X64 option.

I looked at the xLights.cbp project in notepad++ and used the naming in there:
gnu_gcc_64bit_compiler

I went into codeblocks under settings // compiler and with selected compiler set to "GNU GCC Compiler", pressed the Copy button and copied to the name "gnu_gcc_64bit_compiler".  This ungreyed the options "64bit MinGW_Debug" and "64bit  MinGW_Release".  I tried compiling these and got this error:


-------------- Build: 64bit MinGW_Debug in xLights 4.0 (compiler: gnu_gcc_64bit_compiler)---------------

g++.exe -fno-strict-aliasing -Wno-unused-local-typedefs -DwxUSE_UNICODE -pedantic -m64 -g -pipe -mthreads -std=gnu++14 -fno-keep-inline-dllexport -Wno-attributes -D__GNUWIN32__ -D__WXMSW__ -DWXUSINGDLL -D__WXDEBUG__ -D_USE_MATH_DEFINES -m64 -I(invalid)\lib\gcc_dll\mswud -Iinclude -Isequencer -I..\xLights -Ieffects -Ieffects\ -Imodels -Ieffects\assist -Imodels\ -Iffmpeg-dev\include -I..\include -Isupport -IE:\wxWidgets-3.1.0\include -IE:\wxWidgets-3.1.0\contrib\include -c E:\xLights-master\xLights\AudioManager.cpp -o .objs_64d\AudioManager.o
E:\xLights-master\xLights\AudioManager.cpp:1:0: sorry, unimplemented: 64-bit mode not compiled in
 #include "AudioManager.h"
 ^
Assembler messages:
Fatal error: no compiled in support for x86_64
Process terminated with status 1 (0 minute(s), 0 second(s))
2 error(s), 0 warning(s) (0 minute(s), 0 second(s))
 
I tried changing the toolchain executables:
c compiler: c++.exe => i686-w64-mingw32-c++.exe
c++ compiler: g++.exe => i686-w64-mingw32-g++.exe
linker for dynmaic libs:  g++.exe => i686-w64-mingw32-g++.exe
linker for static libs:  ar.exe => i686-w64-mingw32-gcc-ar.exe

checked -m64 option on the compiler flags tab

and still the same error


8
Do You Need Help? Post it here / Building 64 bit
« on: December 21, 2017, 08:45:01 AM »


Is there any documention on building 64 bit?

After following readme.windows for MinGW/CodeBlocks, I built and run xLights.cbp and xSchedule.cbp (32-bit) MinGW_Debug and MinGW_Release successfully (had to ignore wxvc and wx64).

So, to build 64 bit, I am guessing I need to build "64bit MinGW_Debug" and "64bit  MinGW_Release"
but first to build those, do I need to build $(#wx64)?  I see this referenced only in "64bit MinGW_Debug".
Do I need to make a separate directory for wxWidgets for 64-bit? (E:\wxWidgets64-3.1.0\) in addition to (E:\wxWidgets-3.1.0\)

And then compile.  Can I compile by just adding TARGET_CPU=X64 to the command line specified for wxWidgets in readme.windows for "Instructions for MinGW"

Change:
mingw32-make -f makefile.gcc --debug MONOLITHIC=1 SHARED=1 UNICODE=1 CXXFLAGS="-std=gnu++14" BUILD=debug -j 10

to:
mingw32-make -f makefile.gcc --debug TARGET_CPU=X64 MONOLITHIC=1 SHARED=1 UNICODE=1 CXXFLAGS="-std=gnu++14" BUILD=debug -j 10

I built wxWidget like this successfully

But then I tried building the Mingw 64 bit versions on xlights.  Both debug and release are greyed out in the IDE.  I tried changing the Toolchain executables (gcc.exe => i686-w64-mingw32-c++.exe, etc), but still no go.

When I try to do "Build" from the menu (BUild->Build), I get:
"xLights 4.0 - 64bit MinGW_Debug": The compiler's setup is invalid, so Code::Blocks cannot find/run the compiler.
Probably the toolchain path within the compiler options is not setup correctly?! (Do you have a compiler installed?)
Goto "Settings->Compiler...->Global compiler settings->unknown->Toolchain executables" and fix the compiler's setup.
Skipping...
Nothing to be done (all items are up-to-date).

I tried copying the default configuration and named it "gnu_gcc_64bit_compiler", then set the toolchain executables there (i686-w64-mingw32-c++.exe, i686-w64-mingw32-g++.exe ...)

-------------- Build: 64bit MinGW_Debug in xLights 4.0 (compiler: gnu_gcc_64bit_compiler)---------------

i686-w64-mingw32-g++.exe -fno-strict-aliasing -Wno-unused-local-typedefs -DwxUSE_UNICODE -pedantic -m64 -g -pipe -mthreads -std=gnu++14 -fno-keep-inline-dllexport -Wno-attributes -D__GNUWIN32__ -D__WXMSW__ -DWXUSINGDLL -D__WXDEBUG__ -D_USE_MATH_DEFINES -m64 -I(invalid)\lib\gcc_dll\mswud -Iinclude -Isequencer -I..\xLights -Ieffects -Ieffects\ -Imodels -Ieffects\assist -Imodels\ -Iffmpeg-dev\include -I..\include -Isupport -IE:\wxWidgets-3.1.0\include -IE:\wxWidgets-3.1.0\contrib\include -c E:\xLights-master\xLights\AudioManager.cpp -o .objs_64d\AudioManager.o
E:\xLights-master\xLights\AudioManager.cpp:1:0: sorry, unimplemented: 64-bit mode not compiled in
 #include "AudioManager.h"
 ^
Assembler messages:
Fatal error: no compiled in support for x86_64
Process terminated with status 1 (0 minute(s), 0 second(s))
2 error(s), 0 warning(s) (0 minute(s), 0 second(s))

9
Do You Need Help? Post it here / Re: xSchedule
« on: December 15, 2017, 08:20:17 AM »
I am doing this for our boat parade.  I was hoping my NUC ubuntu 17.10 build would work.  Nice clean way to splice 12V to my controller enclosure.  Able to power my show with 1000W generator.  All things actually worked well with my NUC build (ssh, web interface, audio) except for the need for an HDMI device and another nagging bug about a second instance of xScedule.  Not going to bring my 52" TV on the boat :)  I was just hoping to workaround some of these minor issues.  If I have o bring a laptop, might as well run things from that since stability is greater.

10
Do You Need Help? Post it here / Re: xSchedule
« on: December 15, 2017, 05:19:24 AM »
I was more hoping there might be a workaround.  Maybe some way to fake a GUI?

11
Do You Need Help? Post it here / xSchedule
« on: December 14, 2017, 03:36:52 PM »
Is there a way for this to auto run under ubuntu without having an HDMI monitor plugged in?

When I try to start from putty. I get:
Error: Unable to initialize GTK+, is DISPLAY set properly?

I can workaround this by enabling X11 forwarding in putty and  running an xterm (mobaxterm), but I really want to avoid this requirement.

I want to setup xSchedule as service and just control it from the web interface, which, by the way, I had to hack because of this:
https://github.com/smeighan/xLights/issues/1027

12
Do You Need Help? Post it here / Re: Christmas display for my house
« on: December 07, 2017, 11:33:06 AM »
On the topic of software.  I have an Intel NUC box with a Celeron 2.16 Ghz CPU, 120G SSD, 8GB RAM and am thiking about sticking that inside my Falcon enclosure.  Will this be enough horsepower?  Would xLights on Ubuntu work better for this?  Can I develop virtually on my laptop then copy the XML and media (MP3) files over?

13
Do You Need Help? Post it here / Re: Christmas display for my house
« on: December 04, 2017, 05:12:58 AM »
Thank you all for the help!

Also for controlling existing AC stuff.  Renard or LOR?  Can I buy an already-made Renard?  Is LOR any good or do they have any proprietariness that I should be concerned about in their hardware?  I was looking at:
CTB16PC-ReadyToGO-Addon
http://store.lightorama.com/reseadct.html

14
Do You Need Help? Post it here / Christmas display for my house
« on: November 28, 2017, 01:28:33 PM »
I am new to this and trying to put together a Christmas display for my house.

I ordered the F16V3 controller "Ready to run" with Ray Wu pigtail and 12 V.

I am trying to get an idea of what else I need.

I am looking at the Ray Wu store on ali express:
https://www.aliexpress.com/store/701799

So far:

4x icycles for #2
https://www.aliexpress.com/item/individually-LED-full-color-Icicles-string-DC12V-WS2811-controlled-all-white-wire-IP68-60nodes-set/32310871722.html?spm=a2g0s.13010208.99999999.262.9I5BaJ

ANy ideas for lighting?  Additional hardware I need? 

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