These notes describe the development environment and additional steps I've used to build applications for the Berkeley Open Infrastructure for Network Computing (BOINC) on a Windows system.
Last modified: 04 September 2011
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This is not the only way to build BOINC applications on Windows. Bernd Maschnschalk of the Albert Einstein Institute (AEI) has worked out a CLI environment for building BOINC and the Einstein@Home application on Windows. I will link to his notes here when I find the right place to link.
Please note that this web page is always in development as BOINC evolves and grows, and in any case the information here may be somewhat out of date. I hope it is still somewhat useful. At some point in the future I hope to break this page out into many smaller pages for particular topics.
The main topics discussed below are:
You will likely also want to familiarize yourself with these documentation from the BOINC website on:
There are now two BOINC documentation wiki's under development:Mircosoft also make available a free "Express" version of their compiler. o There is a newer MSVS 2005, which contains Visual C++ version 9. It isn't possible (at least without editing config files by hand) to build using VS 2005 and files from VS 2003. More on that below.
I come from a Unix background, so it took me a while to get used to the GUI interface and the different lingo, but it's not that complicated. If you are familiar with "Makefiles" in Unix you will find something similar in MSVC++, but it's not quite the same because it's menu driven.
In the MS IDE each executable or library which you build is called a "Project", and a collection of related projects is called a "Solution". You can use the IDE tool to build just one project at a time, or all of the projects in the same solution.
The easiest way to learn to use the interface, if you don't know it already, is to use the examples provided with the sample applications below. Just double click on the solution file (ends in .sln) to launch it. Then right click on the project or solution name and select "Build" to build the project. Or you can first select "Properties" to change any of the properties before you build.
Microsoft's compiler gives you the option of building your application using the .Net framework, and with MFC, the Microsoft Foundation classes. For distributed applications you do not want to do this, because not all Windows boxes out there support .Net or MFC. So in selecting your build options choose "without MFC". This is already the default in the demos.
Note that if you create your own project file:
If your application uses C code (.c files not .C or .cpp files) then you can set the properties of individual files to compiles as C code rather than C++.
GDI32.DLL;OPENGL32.DLL;GLU32.DLLand in "Additional Dependencies" add delayimp.lib
http://lab.msdn.microsoft.com/express/visualc/usingpsdk/default.aspx(Thanks to Greg Steffensen for noting this. I will try to verify it myself in the future.)
Finally, note that before you can build the sample applications below you will need some extra libraries, as described below.
You can get the BOINC source code via Subversion.
Instructions may be found on the BOINC web site: Getting source
code .
For building applications it is best if you check out the
"server_stable" branch.
Avoid the trunk, as it contains new and often untested code.
To build an application you will need the JPEG library, a few other
image libraries now distributed with BOINC, and the OpenGL and GLUT
graphics libraries.
To build the BOINC Manager you will also need wxWidgets (see
below), but this
is not required for just building a BOINC application.
BOINC also uses GLUT, the GL Utilities Toolkit, which does not come
with MSVC++, so you will need to get GLUT and build it yourself.
There are potentially three separate versions of GLUT you might choose
from:
I've also been able to get graphics programs to run on remote client
hosts by including the dynamics library (GLUT32.DLL) in with the
application (as a "bundled" application) .
But to insure that the program can run on any computer it is certainly
easier to link against the static library.
So here is how to build the JPEG library using MSVC++ 7:
(If you are not building on Windows with MSVC++ then you can try
another one of the sample files in the source distribution.
See the documentation in the file Install.doc for details.)
The installation instructions in Install.doc also tell you to
copy a Makefile, but you don't need to do that. Instead....
The compiled library is the file jpeg-6b.lib in the
Debug subfolder.
(The solution file provided here creates a static library, which is
what you want for a BOINC application which will be run on various
varieties of Windows.
However, if you want to change any of the build parameters then
right-click on "jpeg-6b" and pull down to "Properties".)
I put the library file in C:\lib. You may have to create
this folder first. Once it exits, just drag jpeg-6b.lib
from the Debug subfolder to the C:\lib folder.
I put the header files in C:\include\jpeglib.
You may want to put them somewhere else.
In any case, you may have to create the folder first.
Once it exits, copy the following files to it:
One more thing.
The JPEG library is pure C code, and the solution file linked above
builds it as such.
BOINC is C++ code.
For it to compile properly against the library the header file
jpeglib.h must be included in a "C" context. The code
for this looks like:
I also note that the version of jpeglib.h I'm using on Red
Hat Linux 7.3 has this extern "C" already built into it, so
this isn't needed on Linux.
More recently, the files bmplib.C and tgalib.C and
their associated header files have been added to BOINC in the
api directory.
If you build your application with these files included (and their
associated header files) then you will be able to use those file
formats for texture maps.
You don't need to build these as separate libraries, as is done for
the JPEG library (though you could).
Even more recently, some of the code for dealing with "texture"
bitmaps was moved from the file gutil.C into a separate file
texture.C (and header file texture.h).
If you are building an application that has not been updated in a few
months you may want to check that it includes these files in the list
of source files.
You do not need wxWidgets if you are just building BOINC applications.
So unless you are working on developing code for BOINC itself (not an
application) or on a custom built Client setup,
you can more easily download the latest pre-built
versions of the BOINC Client and Manager from the
the BOINC download
site.
To install wxWidgets you first need to get the code from
www.wxWidgets.org.
The current version of BOINC requires version 2.6 of
wxWidgets.
The easiest way to get the code is to download the executable
installer (setup.exe) and run it, but you can also unpack the source
from a .tar file if you wish.
(The installer just unpacks the source code, it doesn't build it.)
Either way, you should have the package installed in a path without
spaces in the name!
Mine is at F:\src\wxWidgets-2.6.3 on one machine,
and C:\wxWidgets-2.6.1 on another.
Installation instructions for Windows can be found in the file
docs\msw\install.txt.
Basically, with MSVC++ you open build/msw/wx.dsw (which just
has the name "wx" in the file browser) and build
all of the 18 Projects in the Solution.
You should build the 'debug' configuration of the library, since that
is what the BOINC Project for boincmgr will look for.
If you are using MSVC++, as I am, then you will need to define one
system environment variable, called WXWIN, which points to your
installation of wxWidgets. To do so:
Graphics Libraries
To build BOINC applications which display graphics, either as a
screensaver or in a separate a graphics window, you will need to have
various graphics libraries available. It turns out to be easiest in
the long run to get the source code for these libraries and compile
them yourself so that you can link against them statically, which
makes your application transportable to a wider variety of platforms.
OpenGL and GLUT
BOINC graphics are based on OpenGL, a standard library for graphics
which is now implemented in hardware in many graphics cards.
OpenGL comes with Windows, and support for using it comes with MSVC++.
For Windows I have had the best success with building freeglut from source.
Here are the main steps:
Delayed loading of dynamic libraries
On Windows all BOINC applications now attempt to load graphics
libraries dynamically, and fail gracefully if this is not possible.
This means that the computation thread can continue even if the
graphics thread crashes or fails to start.
For this to work one must specify that loading of the graphics dynamic
libraries be delayed.
This is done in MSVC++ on the "Properties" page, in the "Linker"
section, under "Inputs".
Enter the names of the libraries to delay loading, separated by
semicolons, as
GDI32.dll;OPENGL32.dll;GLU32.dll
A sign
that you have forgotten this is an error message when linking which
says something like
unresolved external symbol __HrLoadAllImportsForDll@4 reference in...
JPEG Library
BOINC's graphics capabilities include being able to display JPEG image
files as "texture maps" in OpenGL.
Even if you do not use this feature, you need to have the JPEG library
on your build machine so that the compiler can link against it.
I have tried using pre-compiled version of the JPEG library, but with
limited success. This is
I have found it easier to just build the library from source
(easier once you have the steps laid out, as they are below).
Keep in mind that the library code was written in 1998.
It still works just fine, but the process for building the library has
changed as development tools have changed.
Once you have installed the JPEG library and header files you will
need to have your projects properly reference them.
For each project in a solution you need to right-click and pull down
the "Properties" item.
Then do the following:
Build: 1 succeeded, 0 failed, 0 skipped
in the Output window.
jpeglib.h jconfig.h jmorecfg.h jerror.h
To get my BOINC applications to build on MS VC++7 I found I had to edit
the file jmorecfg.h in two places, to comment out the
definitions of the macros INT32 and FAR.
extern "C"{
#include "jpeglib.h"
}
Unfortunately, the latest version of gutil.C
has the first and last lines of this commented out, probably because
someone probably built their version of the JPEG library with C++.
Until this is fixed you will need to uncomment these lines yourself.
Other image "libraries"
BOINC uses two other image libraries for "bitmapped" images and TARGA
images.
Until recently these were not a part of the BOINC distribution.
They were a part of the SETI@Home application code, and you just had
to know that in order to get and use them.
wxWidgets
BOINC now uses wxWidgets to provide a unified API for the GUI
interface.
The graphical "look and feel" of BOINC is therefore the same on
Windows, Mac, or Unix, with only small variations to match the
conventions of the particular platform.
So to build the BOINC Manager you need to get and build the wxWidgets
library, and set up your build environment to use it.
You can, if desired, build the BOINC manager against a different
version of wxWidgets just by changing this variable to point to the
installation directory of the other version.
In any case, restart MSVC++ after creating or changing the WXWIN
environment variable for it to take effect.
Demonstration Applications
BOINC comes with several example programs which help you learn how to
code BOINC applications.
I have also found it useful to write my own exercises as I go along,
and I have tried to be liberal with helpful comments.
If you are new to BOINC, the easiest way to learn to write
applications which do various useful things, including graphics, is
probably to work your way through these applications in the order
listed here:
- the Einstein@Home screensaver
Note that the BOINC distribution also includes an application called
"1sec".
This seems to be used for testing the initial build of the BOINC
software, but it is not a complete and functioning BOINC application.
Do not waste your time trying to get it to run on your BOINC project.
Standalone mode:
Once your program compiles, you can run it in standalone mode.
You have to ensure that any files used by
boinc_resolve_file(), either or output or input,
already exist.
Then simply run the executable.
It will create a file called init_data.xml containing
default (simulated) values for information the application ususally
obtains from the BOINC Core Client.
Redirect stderr:
It is a good idea to redirect stderr output early in your program, so
that if anything goes wrong you can get back some kind of output.
The example applications do this. You
Microsoft .NET - just say no
The Microsoft .NET framework includes a set of classes and libraries
which are supposed to make it easier for developers to write
applications in any of a variety of languages but have them all
execute within the same Common Language Runtime (CLR) environmnet on
any Windows machine.
The .NET libraries are shipped with Windows XP and can be installed on
Windows 2000, but it seems that they cannot be installed on earlier
versions of Windows (NT/Me/98/95).
[Need to check this.]
Thus if you want your applications to run on older versions of Windows
you need to make sure that your application does not depend on
the .NET framework.
The BOINC core client and Manager are build so that they do not depend
on .NET and so will run on any version of Windows.
While working on a complicated application I have found that I have
sometimes changed a compiler setting without realizing that it has
turned on a dependence on .NET.
The application would build fine either way, and will run on the
machine it was built on (which has .NET) but not on others.
A useful trick for avoiding this is to change the Linker configuration
under "Input" to tell it to ignore the library mscoree.
Then the build will fail if there is a dependence on .NET.
There may be several ways to introduce a .NET dependence, but the one
I know clearly does is to have any of your files set with "Compile as
Managed" set to "Assembly Support /CLR". You will have to check each
file individually as there is no global options or inheritence of
this.
BOINC documentation on troubleshooting:
These pages on the BOINC web site can be helpful:
Next, David Anderson, Rom Walton, and the others who have created
BOINC and the documentation pages.
I will be the first to point out that the documentation is incomplete,
but I don't hold that against these guys.
BOINC is still developing (and hence I'm aiming at a moving target)
and so the documentation is evolving and filling in as we go.
Next, the Einstein@Home development team, consisting mainly of Bruce
Allen, Bernd Machenschalk, Reinhard Prix, Steffan Gruenwald (and
myself), along with Teviet Creighton and David Hammer.
Bernd has written very complete though sometimes terse notes on how to
build BOINC and the Einstein@Home application on Windows.
Reinhard is a wizard of GNU autoconf and automake, and he coded the
instruction to build the complicated Einstein@Home application on
Linux, including the static/dynamic library dependencies.
Bruce has managed the project and wrapped his mind around all things
BOINC in addition to his knowledge of the LIGO software for
Einstein@Home.
He has made numerous important observations and directed the team to
solving a number of problems.
Troubleshooting and Debugging
It is one of the laws of computer programming that any non-trivial
program will not work the first time you run it.
You will need to spend some time debugging your application.
Here are some suggestions:
Acknowledgments
Much of what I have recorded here has come to me from many sources.
First, from my own experience building BOINC and BOINC apps "from the
ground up".
I've had to do this in my own slow way so that I would understand how
it all works, even when others (below) have figured out something
first.
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