Boost libraries
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- Posts: 13
- Joined: Tue Jan 17, 2006 4:44 pm
Boost libraries
Has anyone had success in using them on the psp? Im contemplating on porting an engine which thoroughly uses these, and just looking for some insight or barriers ahead so as not to go reinventing the wheel.
I've never used them on PSP, but I would be interested on hearing how you get on.
From my experience of Boost, much of it should be able to be used isntantly. That is, the parts which don't require building. Shared pointers, and so on.
Things like Serialisation, Threads, however will require building. Perhaps it would be possible to just build using Jam as per Linux but specifying the appropriate compiler (psp-gcc instead of gcc)?
From my experience of Boost, much of it should be able to be used isntantly. That is, the parts which don't require building. Shared pointers, and so on.
Things like Serialisation, Threads, however will require building. Perhaps it would be possible to just build using Jam as per Linux but specifying the appropriate compiler (psp-gcc instead of gcc)?
Hello,
Anyway, I've been able to do it successfully and to compile and run Boost.Signals.
I have created a new toolset for Bjam that allows me to do this compilation. In addition, this toolset automatically includes a PSP_MODULE_INFO and redirects cout and cerr to the screen. That's what allowed me, for instance, to compile and run on PSP the Boost's "hello world" example without touching anything in the source, just replacing --toolset=gcc with --toolset=psp. Those who are interested can already download the toolset on the Boost4PSP project I've just opened on Sourceforge : http://www.sourceforge.net/projects/boost4psp
I will add other stuff soon, in particular documentation and precompiled binaries (for those parts that I'll be able to build... don't know yet which ones, except for Boost.Signals).
Yep, it's basically what has to be done, but it takes a few more hours than just replacing "gcc" with "psp-gcc" ;-)PeterM wrote:Things like Serialisation, Threads, however will require building. Perhaps it would be possible to just build using Jam as per Linux but specifying the appropriate compiler (psp-gcc instead of gcc)?
Anyway, I've been able to do it successfully and to compile and run Boost.Signals.
I have created a new toolset for Bjam that allows me to do this compilation. In addition, this toolset automatically includes a PSP_MODULE_INFO and redirects cout and cerr to the screen. That's what allowed me, for instance, to compile and run on PSP the Boost's "hello world" example without touching anything in the source, just replacing --toolset=gcc with --toolset=psp. Those who are interested can already download the toolset on the Boost4PSP project I've just opened on Sourceforge : http://www.sourceforge.net/projects/boost4psp
I will add other stuff soon, in particular documentation and precompiled binaries (for those parts that I'll be able to build... don't know yet which ones, except for Boost.Signals).
Voila, you can now download precompiled binaries of Boost.Signals and Boost.Test in the download section, and other libraries will hopefully come soon.
And some documentation is now available : http://boost4psp.sourceforge.net
And some documentation is now available : http://boost4psp.sourceforge.net
Hi,hlide wrote:does your boost4psp include Boost::filesystem ? if so, does it work with the right implementation ?
Right now, Boost4PSP only provides binaries of Graph, Signals and Test libraries. To be honest, FileSystem is not part of my priorities since it's a highly platform specific library that obviously needs to be rewritten to get it working on PSP. For now I concentrate on portable libraries that only need to be recompiled with the PSP toolset without touching anything.
As you seem to need it, I will take a closer look to evaluate the amount of work needed, and will tell you what you can expect...