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127 lines
5.6 KiB
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127 lines
5.6 KiB
Plaintext
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========================================
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STLport README for eMbedded Visual C++ 4
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========================================
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by: Zdenek Nemec, zero@mapfactor.com, last edited 2005-10-17
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============
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Introduction
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============
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This document should provide step-by-step guidance for installing, testing and using the STLport library under Windows CE .NET 4.x
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(aka Windows Mobile 2003 aka Pocket PC 2003).
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For any further comments or questions visit the STLport mailing lists
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http://stlport.sourceforge.net/Maillists.shtml or forums
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https://sourceforge.net/forum/?group_id=146814
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=============
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Prerequisites
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=============
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To build and use the STLport you will need following tools and libraries:
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- eMbedded Visual C++ 4.0 SP4
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- an SDK for your target platform with RTTI support
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================
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Building STLport
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================
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First, make sure that RTTI is available. Not all SDKs that come with eVC4 also include
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the necessary libs, but there is a patch for the PPC2003 SDK, available at
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http://support.microsoft.com/default.aspx?scid=kb;[LN];830482.
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Second, open command line and set proper system variables.
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This can be done by using batch files under your 'eMbedded Visual C++' directory(use either WCEemulator.BAT if you want to build STLport for the emulator or WCEARMV4.BAT if you intend to aim an ARM device).
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NOTE: If you are using Microsoft's batch files to set system variables check if both WCEROOT and SDKROOT vars are set to correct locations. example:
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WCEROOT=C:\Program Files\Microsoft eMbedded C++ 4.0
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SDKROOT=C:\Program Files\Windows CE Tools
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Third, when you are 100percent sure you've set correctly systems variables go to the STLport/build/lib dir and run the configure.bat with
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proper -c option (ie. "-c evc4"),
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then invoke following command: 'nmake /fmsvc.mak install' to build the library.
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If anything goes wrong check if you met all prerequisities and if you set system vars accordingly to the makfile you are using.
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At the end of build process you should have some libs installed in STLport/lib/evc4-arm or STLport/lib/evc4-x86 and dynamic libs in STLport/bin directory.
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You might want to repeat all those steps if you would like to have
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e.g. both ARM and x86 emulator binaries, just don't forget to do
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'nmake /fmsvc.mak clobber' before new build.
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Note: MIPS platform is also available for build, but it may not compile or work properly. Use with caution!
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===============
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Testing STLport
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===============
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When you successfuly build STLport libs, you should go to STLport/test/unit directory build and run the STLP test suite.
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Use 'nmake /fmsvc.mak' and keep in mind that you still have to have proper system variables set!
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Once test build has finished upload and run stlp_unit_test.exe to your emulator or device.
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Wait for a while (aprox. 2mins) until all tests are done.
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You should see two files next to your binary now.
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Check stlp_test.txt for any errors. If all tests passed you are ready to deploy STLport.
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If some test fails don't worry and check the STLport forum if it's already reported bug or you have found a new one.
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=============
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Using STLport
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=============
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Setting up the IDE:
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Before you start using STLport you have to set proper include and libraries search paths.
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Go to 'Tools'>'Options' menu in your eVC 4.0 and then to 'Directories' tab.
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For every platform you want to use STLport add STLport/stlport directory to the FIRST place in 'Include Files'
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and STLport/lib directory in 'Library files' section.
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Setting up projects:
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When using STLport together with MFC, you have to define _STLP_USE_MFC to properly include and use STLport.
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By default, exception support is not activated. You can detect this via _CPPUNWIND and activate this via /GX.
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Without exception support, e.g. std::bad_alloc is not available, causing compile errors for some code.
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Also, there is only one runtime available but the IDE doesn't add the corresponding switch to the command line.
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The right switch (selecting a dynamically linked runtime) is IMHO /MD or /MDd. This then also switches STLport to dynamic linking.
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Alternatively, you can #define _DLL for your project, which achieves the same but, again IMHO, is a less clean solution.
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============
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Known issues
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============
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- The compilers that come with eVC4 are almost bug-to-bug compatible with
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the one from VC6, so most workarounds for that compiler apply here, too.
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- There is a bug in the MIPS compiler that comes with eVC4 which only surfaces
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under certain conditions:
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* in release mode with global optimizations on (#pragma optimize("g", on))
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* a baseclass has (at least) two pointer members
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* a derived class adds no data members
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* the derived class' cctor defers to the basclass' compiler-generated cctor
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* it is passed as template parameter to a function
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The smallest testcase I could come up with is this:
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struct base {
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void* ptr1;
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void* ptr2;
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};
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struct derived: public base {
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derived() {}
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derived(const derived& __x): base(__x) {}
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};
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template<typename SomeType> void function( SomeType st1, SomeType st2) {}
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struct test {
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derived tmp;
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~test() { function(tmp, tmp); }
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};
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test test;
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..which causes an internal compiler error. Removing the base::ptr1, adding data
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to derived, making function() a normal function, or turning off optimization
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(#pragma optimize("g", off)) all causes the code to compile. This bug affects
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iterators of deque and vector<bool>.
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- Because of interdependancy between STLport and native Standard library headers
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STLport headers should always be included first in your translation unit (.cpp
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file). That is to say that:
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//Wrong headers order:
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#include <windows.h>
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#include <cstdlib>
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// Correct headers order
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#include <cstdlib>
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#include <windows.h>
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