When working with CMake-based projects, it's common to control where the compiled files, headers, and other assets are installed. By default, CMake installs targets under system locations, such as /usr/local...
When developing C or C++ libraries, one common challenge is managing how the library is built and distributed. Developers often need the flexibility to provide both static (.a or .lib...
When developing cross-platform C or C++ projects, you may need to verify not just whether code compiles, but also whether it runs successfully on the target system. This is especially...
When developing cross-platform C or C++ applications, you may run into situations where a function exists on one system but not on another, or it may have a slightly different...
When writing cross-platform C or C++ code, it's common to encounter differences between operating systems or library versions - certain macros, or structure members might exist on one platform but...
When working on cross-platform C or C++ projects, you might need to verify whether certain language features or compiler options are supported before using them. For example, a specific C++...
When working on cross-platform C or C++ projects, you may want to use additional programming languages such as CUDA, Fortran, or Swift - but not all build environments support them...
When building cross-platform C or C++ projects, you may need to know the size of certain data types. The size of primitive types like long, long long, or size_t can...
When developing cross-platform applications in C or C++, it's common to rely on system-specific headers that might not be available on all platforms. Some headers are present only on UNIX-like...
When building cross-platform software in C or C++, you often depend on system-provided functions or libraries whose availability can vary between operating systems, library versions, or toolchains. For example, certain...