---
title: Quick install
description: Install a C++ toolchain, extract the ClikaRT bundle, and prove it works in two commands.
---

The fast path from nothing to a running ClikaRT program. For per-platform depth, IDE setup and the full failure catalog, see [Complete installation](complete-installation.md).

## 0. Prerequisites

A C++17 compiler and CMake 3.19 or newer:

```bash
sudo apt install build-essential cmake   # Debian/Ubuntu
brew install cmake                       # macOS; compiler: xcode-select --install
winget install Kitware.CMake             # Windows; compiler: Visual Studio Build Tools
```

A runtime credential, issued by your platform for the project the program belongs to; step 2 below puts it in place.

## 1. Get the bundle

Extract the archive for your platform ([Get ClikaRT](get-clikart.mdx) has the download and checksum commands) and remember where it is:

```bash
tar -xf ClikaRT_linux_x86_64-<version>.tar.xz
export CLIKART_BUNDLE_DIR="$PWD/ClikaRT_linux_x86_64-<version>"
ls "$CLIKART_BUNDLE_DIR"
```

The `ls` is the success check: `bin/`, `cmake/`, `include/`, `lib/` and `examples/` are among the entries. A command-line-only download from the platform's dialog carries `bin/` and `lib/` and no `cmake/`, `include/` or `examples/`; those come with the C/C++ and Everything downloads, and a composed archive's own `README.md` says exactly what it holds. A new terminal loses the `export`; re-run it there, every command below uses it. On Windows, run these in PowerShell (`tar` is built in since Windows 10).

## 2. Place the license credential

ClikaRT runs compute under a license. Put the `CLIKA1-...` credential your project's license shows in the environment, or store it once under your user account:

```bash
export CLIKA_RT_LICENSE=CLIKA1-...                    # this shell, and the programs it starts
"$CLIKART_BUNDLE_DIR"/bin/clikart-license-init CLIKA1-...   # or once, for this user account
```

[License the runtime](../how-to/license-the-runtime.mdx) has the whole contract: what the credential is, where each language and packaging reads it, and what a refused call carries.

## 3. Run a pre-built example

The fastest proof the bundle works. Desktop archives ship pre-built example binaries; run one in place. Nothing gets installed, and no GPU or driver is needed:

```bash
"$CLIKART_BUNDLE_DIR"/examples/bin/version_00_hello_world
```

```text
ClikaRT 0.6.4
```

On a platform without pre-built binaries, skip to step 4. On a Jetson, extract the `linux_arm64` archive; its binaries run out of the box there, as on any other arm64 Linux machine.

## 4. Build the version example yourself

The same proof through your own toolchain. The three flags, once: `-S` is the source directory, `-B` is the build directory, and `ClikaRT_DIR` tells CMake where the bundle's `cmake/` folder is.

```bash
cmake -S "$CLIKART_BUNDLE_DIR/examples/src/version" -B build-version \
      -DClikaRT_DIR="$CLIKART_BUNDLE_DIR/cmake"
cmake --build build-version
./build-version/version_00_hello_world
```

```text
ClikaRT 0.6.4
```

## If something failed

- `cmake: command not found`: step 0.
- `tar: xz: Cannot exec` or `xz: command not found`: install `xz-utils` (Debian/Ubuntu) or `xz`.
- `Could not find a package configuration file provided by "ClikaRT"`: `ClikaRT_DIR` is wrong, or the `export` was lost to a new terminal. An error naming a bare `/cmake` path means the variable expanded empty; re-run the `export` from step 1.
- The binary is missing after an MSVC build: it lands in a configuration subdirectory, `build-version\Debug\version_00_hello_world.exe`.

The install works. [Write your first program](first-program/01-your-first-program.mdx).
