I am trying to follow this tutorial. I am running on MacOS Catalina, 10.15.3 , on a 13" Macbook pro from 2016. I downloaded the latest release from here for Mac. I unzipped the file, and moved the zig executable (but not the rest of the contents of the folder) to usr/local/bin so I could call it from anywhere. Now, regardless of where I run it, I can call zig version and get the output 0.6.0+352976ed2 as expected. However, whenever I try something like zig run main.zig or zig build main.zig it just freezes and does nothing.
Now the tutorial does say that it doesn't support zig 0.6.0. But I was assuming that this would still work, and the tutorial was referring more to things like the way to print being changed when it said it doesn't support 0.6.0. Obviously this could be an incorrect assumption, but I don't know why this wouldn't work. And as zig is young, has a shortage of getting started tutorials so I don't know where else to look.
I have gotten zig 0.6.0 to work with homebrew before, but as I am potentially looking at contributing or trying experimental branches of the compiler down the line, I want to be able to run an arbitrary zig executable.
I was able to fix my problem. First I removed zig from usr/local/bin, and any other files associated with the original download. Then instead of downloading the master release, I downloaded the 0.6.0 release for mac. I unzipped it. I tried compiling with it directly from there, and it worked. However when I moved it to usr/local/bin it gave me the error,
Unable to find zig lib directory
so clearly the executable needed to be with the rest of the folder's contents, where I replaced the executable.
I created a new directory in my home directory that I named tools. I moved the unzipped folder (called zig-macos-x86_64-0.6.0) into the tools directory. Then (from my home directory) I created a symlink to the binary in my bin using this command.
ln -s tools/zig-macos-x86_64-0.6.0/zig ../../usr/local/bin/zig
I quit and restarted terminal. Now zig version produces 0.6.0 and when compiling the program main.zig,
const std = #import("std");
pub fn main() void {
std.debug.warn("Hello, {}!\n", .{"World"});
}
using the command zig run main.zig I get the proper output of
Hello, World!
Related
I'm trying to install wholebrain by Daniel Fürth, following the instructions on the macosX install page (available here). I am running MacOS Big Sur 11.5.2, R 4.1.2, and RStudio 2021.09.1.
Unfortunately, the program is not straight-forward to install and requires significant developer tools to work correctly. I'm not a programmer and have almost no experience with coding, so I've been mucking through the instructions for two days now trying to get the install to work correctly and I'm firmly stuck on the final step.
In RS, when I run, devtools::install_github("tractatus/wholebrain", INSTALL_opts=c("--no-multiarch")) I get the following error message:
/bin/sh: pkg-config: command not found filter.cpp:9:10: fatal error: 'fftw3.h' file not found #include "fftw3.h" ^~~~~~~~~ 1 error generated. make: *** [filter.o] Error 1 ERROR: compilation failed for package ‘wholebrain’
I have been trying to figure out what this means for quite awhile now and I think I've narrowed it down to R is not reading the location of the fftw header file from where it was installed by Homebrew. (I could be totally wrong, again- not a programmer)
From what I understand, Homebrew always installs under opt/homebrew/cellar. And, in fact, in there is the compiled fftw program with the needed "fftw3.h" file. But for some reason, RStudio is not able to find and read the file in that location.
From random googling and reading of other posted issues, I think that RStudio may expect the file to be under usr/local/include. Can I just copy and paste the header file into that folder? Or will I be screwing something up if I do that? I am totally intimidated by fftw's description of manual compilation so I don't really want to attempt that. Is there a way to change where R is looking for that header file? I already set my wd to "/" so shouldn't R be able to access any folder on my computer?
I want to post an answer here for anyone who comes after me with the same issue. It came down to RStudio not recognizing the programs Homebrew had installed because it wasn't reading the file location where Homebrew saves them. Homebrew always installs programs in /opt/homebrew/... Here is what I had to do:
In RStudio, open your Renviron file using this command: usethis::edit_r_environ()
In the file that opens (which for me was totally blank), type: PATH=/opt/homebrew/bin:${PATH}, or whatever your particular path you want prepended to the Renviron path is.
Quit RStudio and, when prompted, save. Re-open RStudio and run Sys.getenv("PATH") to check. Your new path (in the example above, '/opt/homebrew/bin') should now be prepended to the list of paths that RStudio will use when looking for programs/files. For me this now looks like /opt/homebrew/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/opt/X11/bin:/Library/Apple/usr/bin:/Applications/RStudio.app/Contents/MacOS/postback
Finally, I want to say thank you very much to Mark Setchell who really helped point me in the correct direction!
I am a absolute beginner with Python. What I have done so far is I have installed Python with IDLE, Pycharm, Pygame-zero and Pyinstaller too. I have a (.py) file game I would like to turn into a (.exe) file. So I can release my game for my friends to play.
I have entered this command into CMD window "pyinstaller --onefile -w gamename.py"* (*My game is not really called "gamename". I have called it that in this code above. For this example only.)
When in the file folder of my game and then Pyinstaller converts my file into the (.exe) file. But everytime I try to run this file. It fails with this error message - "Fatal Error Detected, Failed To Execute Script Error".
I have watched all kinds of YouTube videos trying to solve this problem and have tried these following fixes:
Updated Pyinstaller (4.3).
Updated Python (3.9.5).
Changed the path in Enviroment Variables to point to Python39\Scripts and resetting my computer.
Coverted the (.py) file to (.exe) by including the console window. Then after running the program after when the console window disappears. Opening the CMD window again and typing the file directly "gamename.exe" to run.
Installing auto-py-to-exe program.
Each time deleting the Main, Dis and Spec files and moving the (.exe) file into the main file folder. With the resources for the games. Music, Images and Sounds.
Testing out my Python script to check. If it doesn't have any errors while loading through IDLE and it doesn't. It works straight away, I can play my game through IDLE. There is no errors in the code of my game script.
And after trying all of these solutions it still hasn't solved this issue.I still have the same error message appearing when trying to run my game. Now I have found out what the meaning is to this error message that appears. Which is:
"Fatal Error: failed to execute
This means something has gone wrong as it's giving you a visual warning about it; this is not an error, it's a warning; the real error has been printed to stdout/stderr. If you open the executable using the terminal or something else that will preserve the console output, you will most likely see a Python error telling you what went wrong. Fixing this and repackaging is the solution to this issue".
I have remade the (.exe) file including the console window and it does explan what the error is. When I try to run my game, the error comes up as:
"FileNotFoundError: {Errno 2} No such file or directory: C:*****\Local\Temp_MEI58602\pgzero\data\icon.png {4268} Failed to execute script.
Any suggestions? On how to fix this error please. So I can run and play my game outside of Python on any PC.
A Possible Answer:
I have found a webpage that has the possible answer to my problem. But I don't know what they mean, because I am a beginner with Python. Can anybody read this and break it down for me? Here is what it say's:
"Pyinstaller packaging exe, missing icons and other issues
Reason
When the exe runs, it will decompress a resource folder named "_MEI*" to a temporary directory on the computer, and delete it when the program ends.
uses a path like ‘\icon.png’ in the program. When the exe is running, it will only search for its own directory, of course it cannot be found.
Two, the solution
Make sure the picture is in this temporary resource folder
This can be done by editing the'.spec' configuration file to add pictures.
(Note: .spec is the file generated by Pyinstaller last time, in your python project directory.)
These are the three pictures I used, which is actually adding three tuples to the "binaries" list
Before the comma is the address of the picture in the python project, after the comma is the address of the package into the ‘_MEI*’ temporary folder.
I have built an ‘img’ folder to store pictures in it. Just put a dot in the root directory, such as (’./img/info.png’,’.’)
Finally, run when packagingpyinstaller program entry.spec, You can add the picture resource.
(Note: Other external resources can also be added in this way, such as .ini, .txt, .exe, etc.)
Make sure the program can find this path
Because the name of the temporary directory is different each time, a method is needed to dynamically obtain this path.
The code is presented, and the core statement is ‘os.path.realpath(sys.path[0])’.
Python running effect is as follows:
Package it as an exe, drag it to the cmd window and run it."
Here is the link to the webpage to the article. Because it makes use of screenshots that I can't include on this webpage;
(https://www.programmersought.com/article/94965073850/)
Please read this acticle and break it down for me. It does seem to be explaining the solution to my problem. But what does it all mean? What pictures is he talking about? Please explain.
I am not sure why but PyInstaller doesn't seem to bundle everything needed for Pygame Zero, including that icon.png file. The solution is simple, though. You just need to use pyinstaller --collect-all pgzero --onefile -w <scipt_name>. If your game has sounds, images or anything like that, remember to include those specific folders as well using --add-data <file_or_folder>. Also, make sure your script includes the following lines.
import pgzrun
# GAME CODE HERE
pgzrun.go()
I hope it helps, even though it is a little late.
When running the checks for my R-package (via devtools::check()) I face the warning ''qpdf' is needed for checks on size reduction of PDFs. I found this question were it was suggested (if I understood the answer correctly) to run Sys.which(Sys.getenv("R_QPDF", "qpdf")) and see whether qpdf is found or not. In my case this just returns
qpdf
""
so, I think I didn't install qpdf correctly. Unfortunately it seems to be quite complicated to install qpdf on Windows. My first side question is: does it really is so painful and complicated to install qpdf for Windows or is there an easy solution?
I've followed the instructions until it is said to add C:\MinGW-w64\bin and C:\MinGW-w64\lib\mingw to the PATH variable. But then I don't find further specific instructions to install qpdf, only about how to build qpdf with different other programs. The second side question is: is my assumption correct that after I've build qpdf it is installed? But the real question is: What is the best way to build qpdf? I tried the ./config-mingw32 and ./config-mingw64 commands from the section "Building with MinGW" in my C:\MinGW\msys\1.0\bin\bash.exe but got the error messages ./config-mingw32: No such file or directory and have no idea how to fix this issue.
I'm using Windows 10, R version 3.3.2 Patched (2017-01-07 r71934) -- "Sincere Pumpkin Patch" and RStudio 1.0.136.
You basically do not need to build the file on windows. Please follow three steps below:
Download qpdf for windows from https://sourceforge.net/projects/qpdf/?source=typ_redirect
Extract files in a temp folder
Copy the contents of the bin folder to %SystemRoot%\System32
job done!
Sys.which(Sys.getenv("R_QPDF", "qpdf"))
qpdf
"C:\\WINDOWS\\SYSTEM32\\qpdf.exe"
To flesh out an answer provided elsewhere:
If you are running the 32-bit version of R, it is important that you download the 32-bit version of qpdf, which is the version linked from the SourceForge homepage. If you are running a 64-bit installation of R, you will need to do a bit of digging to locate the 64-bit version of qpdf, which is buried a little more deeply (version 10.0.1 is listed here).
Rather than copying files to C:/Windows/System32, a potentially safer option is to extracted the zipped qpdf directory to C:\Program Files. If you do this, you'll need to add C:\Program Files\qpdf-version_number\bin to your system PATH under the environment variables.
To do this within R, run Sys.setenv('PATH' = paste0('C:\Program Files\qpdf-version_numer\bin;', Sys.getenv('PATH')))
To do this in Windows, open the start menu, type "edit the system environment variables" to open the System Properties, and at the bottom of the "Advanced" tab click "Environment variables". Find the "Path" entry under "System variables" and click "Edit". Then, re-start R so it picks up the modified PATH.
One further step may be required to convince Windows that pqdf is safe to run.
Navigate to C:\Program Files\qpdf-version_numer\bin and execute qpdf.exe (by double-clicking). Windows 10 throws up a security warning, as it's an unrecognized executable file. You'll need to use the more options link to find the button to run the program. This done, Windows will recognize the file as safe to run and allow other software, including R, to use it.
I'm trying to get PyQt5 working with WinPython. PyQt5 comes with a readme file for installation, and I have unsuccessfully tried a few combinations of what I thought the first part of the readme tells me to do.
I have:
Windows 7 Home Premium 64-bit
WinPython-64bit-2.7.9.1
Qt 5.4
PyQt-gpl-5.4
PyQt-gpl-5.4 is in the folder (only partially sure that this is where I should have put it)
C:\WinPython-64bit-2.7.9.1\python-2.7.9.amd64\Lib\site-packages\PyQt-gpl-5.4
My current attempt at getting everything working is: I'm trying to run the configure.py file in PyQt-gpl-5.4, but when I do so I consistently get the following error:
Error: PyQt5 requires Qt v5.0 or later. You seem to be using v4.8.6.
Make sure the correct version of qmake is on your PATH.
What I think is the required version of qmake being referred to is in the folder
C:\Qt\5.4\mingw491_32\bin
However, I have no idea how to fix the error by adding the qmake in this folder to PATH. My most recent attempt was to add the folder using Spyder's Tools->PYTHONPATH manager, but this made no difference. I also tried adding it using sys.path.append('C:\Qt\5.4\mingw491_32\bin'), but this didn't work either. I have since removed the folder name from both of these locations.
How do I get PyQt5 working with WinPython-64bit-2.7.9.1, or I think equivalently, how to I get the configure.py file in the PyQt-gpl-5.4 folder to run?
Thanks.
You definitely don't want the source code (i.e. PyQt-gpl-5.4) in the site-packages folder, because that's where the compiled modules will end up. Instead, it should just go in a temporary folder whilst you compile it.
When you run configure.py, you must take care to use the executable for the specific python that you are targeting. I do not know anything about WinPython, but for a normal python installation this means doing something like this:
C:\Python34\python configure.py
As a first step, before attempting to actually compile anything, it would be advisable to take at look at all the configuration options that are available, like this:
C:\Python34\python configure.py --help
(There's also the Installing PyQt5 section in the PyQt Docs).
This will tell you, for instance, that the simplest way to specify the Qt installation you are targeting would be something like this:
C:\Python34\python configure.py --qmake C:\Qt\5.4\mingw491_32\bin\qmake
EDIT:
Sorry, that last part is wrong: the --qmake option isn't available on Windows, so you have to add the directory containing the qmake executable to your PATH. This can be done with the following command:
set PATH=%PATH%;C:\Qt\5.4\mingw491_32\bin
On windows after running the grunt build command for creating brackets shell it gives done without errors but i dont see any .exe file generated..
What might be the problem???
Here are some possible solutions:
Are you following the full brackets-shell build instructions, including all prerequisites?
Make sure Brackets isn't running at the same time. The build will fail silently if the .exe file is currently in use (see bug).
Try with a fresh git clone of the repo. If your brackets-shell local copy has been around for a while, sometimes the build & deps folders can get in a bad state. (I'm assuming you haven't modified the source at all. If you have, try with an unmodified copy of the source first to make sure it builds correctly without any of your changes).
Check that python --version shows 2.7.x
Verbose build output would also be helpful in diagnosing issues like this, but unfortunately there's not yet an easy way to get that...
If you follow the instructions on bracket-shell's wiki page, the Windows executable should be created in the Release directory.