This post shows how to execute a hello world program in C with the following steps:
1. In terminal, create a C file called hello.c:
nano hello.c
2. Edit the hello.c file as:
#include <stdio.h>
int main() {
printf("Hello, World!\n");
return 0;
}
3. In terminal, execute the file with:
cc hello.c
./a.out
Result:
References
How to run C program on Mac OS X using Terminal? (StackOverflow)
How to print Hello World in C on Mac (YouTube)
C++ with Mac: Hello World with Mac's Terminal
Matlab: Run Hello World files in C/C++ with MEX command
This blog is about Apple's Swift programming language with iOS, Xcode, and iPhone.
Related Information: Electrical and Computer Engineering - StudyEECC
Biomedical Engineering -
StudyBME
Python - Study Raspberry Pi
Friday, March 9, 2018
Thursday, March 1, 2018
C++ with Mac: Install Boost Libraries
To install the Boost C++ libraries on a Mac
2. In terminal, move the the directory with the downloaded file and type:
tar --bzip2 -xf boost_1_66_0.tar.bz2
3. There are three types of Boost libraries:
(1) Header-only libraries. Just include these files without compilation. Most files belong to this type.
(2) Libraries required to be built. e.g. Boost.System, Boost.Thread, and Boost.Timer.
(3) Optional separately-compiled binaries, e.g. Boost Math, and Boost Random.
4. Follow the instructions in section 5.1 "Easy Build and Install" of Boost's getting started guide for unix-variants.
Follow instructions in section 6.2. The result should be like this:
References
Boost libraries (boost.org)
Install boost on Mac OSX
Getting Started on Unix VariantsGetting Started on Unix Variants
1. Download the latest Boost package, e.g. the boost_1_66_0.tar.bz2 file.
2. In terminal, move the the directory with the downloaded file and type:
tar --bzip2 -xf boost_1_66_0.tar.bz2
3. There are three types of Boost libraries:
(1) Header-only libraries. Just include these files without compilation. Most files belong to this type.
(2) Libraries required to be built. e.g. Boost.System, Boost.Thread, and Boost.Timer.
(3) Optional separately-compiled binaries, e.g. Boost Math, and Boost Random.
4. Follow the instructions in section 5.1 "Easy Build and Install" of Boost's getting started guide for unix-variants.
5. Follow the instructions in section 6 "Link Your Program to a Boost Library" of Boost's getting started guide for unix-variants. The main way A to link libraries may be like this command:
c++ -I ~your_path/boost_1_66_0/ test.cpp -o test ~your_path/boost_1_66_0/stage/lib/libboost_regex.aFollow instructions in section 6.2. The result should be like this:
References
Boost libraries (boost.org)
Install boost on Mac OSX
Getting Started on Unix VariantsGetting Started on Unix Variants
Friday, February 23, 2018
C++ with Mac: Hello World with Mac's Terminal
This post shows how to execute a C++ hello world program with the following steps:
1. In terminal, create a C++ file called hello.cpp:
nano hello.cpp
2. Edit the hello.cpp file as:
#include <iostream>
using namespace std;
int main() {
cout << "Hello, World!\n";
return 0;
}
3. In terminal, execute the file with:
g++ hello.cpp
./a.out
Result:
References
Compiling simple Hello World program on OS X via command line (StackOverflow)
C language with Mac: Hello World with Mac's Terminal
Matlab: Run Hello World files in C/C++ with MEX command
1. In terminal, create a C++ file called hello.cpp:
nano hello.cpp
2. Edit the hello.cpp file as:
#include <iostream>
using namespace std;
int main() {
cout << "Hello, World!\n";
return 0;
}
3. In terminal, execute the file with:
g++ hello.cpp
./a.out
Result:
References
Compiling simple Hello World program on OS X via command line (StackOverflow)
C language with Mac: Hello World with Mac's Terminal
Matlab: Run Hello World files in C/C++ with MEX command
Saturday, February 10, 2018
Saturday, September 23, 2017
UIButton Selector Error with Swift 4: Argument of '#selector' refers to instance method that is not exposed to Objective-C
Swift 4 (Xcode 9.0) does not work with the below Swift 3 code while drawing a UIButton:
The error message says that:
Argument of '#selector' refers to instance method 'click()' that is not exposed to Objective-C
Add '@objc' to expose this instance method to Objective-C
By clicking the "Fix" button, Xcode automatically fix this error by placing '@objc' in front of func click() as below:
The complete code to draw a button that prints a message while touching it:
The error message says that:
Argument of '#selector' refers to instance method 'click()' that is not exposed to Objective-C
Add '@objc' to expose this instance method to Objective-C
By clicking the "Fix" button, Xcode automatically fix this error by placing '@objc' in front of func click() as below:
The complete code to draw a button that prints a message while touching it:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let button = UIButton(frame: CGRect(x: 0, y: 0, width: 100, height: 30))
button.center = view.center
button.setTitle("Press", for: .normal)
button.setTitleColor(.blue, for: .normal)
button.setTitleColor(.cyan, for: .highlighted)
button.addTarget(self, action: #selector(click), for: UIControlEvents.touchUpInside)
view.addSubview(button)
}
@objc func click() {
print("Pressed!")
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Saturday, August 19, 2017
Mac Technique: Slide show for pdf file with Preview
To display the slide show for a pdf file in Preview, open the pdf file with Preview and press the hotkey:
[command ⌘] + [shift] + [F]
or select:
View -> Slideshow
[command ⌘] + [shift] + [F]
or select:
View -> Slideshow
Saturday, August 5, 2017
Run an Xcode project on an iOS device without US$99 Apple Developer account (Configuration for iPhone)
Since iOS 9, it is possible to install the app of an Xcode project to an iOS device without paying for a US$99 Apple Developer account. The steps to download the app to an iPhone/iPad are demonstrated with an iOS 10 device as below:
When press the build and run button of Xcode:
You may see a Could not launch "deviceName" dialog like this:
So follow the instruction on the Xcode dialog to select General -> Profiles & Device Management on the iOS device (iPhone/iPad).
Select the device.
Select "Trust (Apple ID)".
Select "Trust".
Then the app should run on the iPhone / iPad.
When press the build and run button of Xcode:
You may see a Could not launch "deviceName" dialog like this:
So follow the instruction on the Xcode dialog to select General -> Profiles & Device Management on the iOS device (iPhone/iPad).
Select the device.
Select "Trust (Apple ID)".
Select "Trust".
Then the app should run on the iPhone / iPad.
For more information about Xcode configuration, see this:
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